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A Haymarket publication ' February/March 1987 £1.1 0 '

MSX-Computing-Feb-Mar-1987

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Page 1: MSX-Computing-Feb-Mar-1987

A Haymarket publication '

February /March 1987 £1.1 0

'

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Page 2: MSX-Computing-Feb-Mar-1987

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PROGRAM BY LEVEL 9

. .... Virgin Games presents the computer version of "The Growing Pains of

Adrlan Mole!' Based on Sue Townsend's best-selhng book, and tne popular

TV series, the game allows you to help Adrian with day-to-day decisions.lt's a

text-based game with beautiful illustrations· and your aim is to make Adl'iian as

popular as possible through your answers to multiple-choice questions. This

four part game covers 18 months in the life of aspiring intellectual, Adrian, and is

available for 7 different computers.

·sac B version is not illustrated. Produced by Mosaic Publishing Ltd.

-·-The Growing Pains of Adrian Mole is available from all good software stockists.

If you have trouble finding it you can buy directly from Virgin Games.

Please encircle the software you require and send this tear-off to

Virgin Games Mail Or-der, 2·4 Vernon Yard, Portobello Road,

I ondon W 11 2DX. Make cheques or crossed postal orders payable to

Virgin Games Ltd. Please do not post notes or coins.

COMPUTER FORMAT PRICE RELEASE DATE

Spectrum 48/128 CASS £9.95 10February 1987

Commodore 64/128 CASS £9.95 10 February 1987

Amstrad CPC CASS £9.95 10February 1987

BBCB CASS £9.95 17 February 1987

MSX64kCASS £9.95 17 February 198 7

Atart 400/800Xl/XE CASS £9.95 17 February 198 7

Amstrad CPC 6128 DISC & PCW8256/85 12 DISC £14.95 17 February 1987

Name ................... ................................................. . . . . . . . . . . . . . . . . . . . ......... . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ....................... . . . . . . . . . . . . . ................... ..

.......... ................ .. . ........... .. ..... ........ . . . . .. . ... . . . . . . . . . . ... ... . . . . . . . ... . . ... ........ . . . . .. . .. .. . . . . . . . . . . . . . . .. . ... .... . ............. . . . . . . . . . . . . . . . . ....................

............................................................................................................................. ......... Money Enclosed ............................... .

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REGULARS 4 NEWS. Scandal, intrigue and the latest PR excesses. 1 0 POSTBAG. User groups, upgrading, budget printers and the usual brickbats and bou­quets. 26 READER INFO. Start the queue here for subscriptions and back issues. Plus, what's coming up in your favourite • magaz1ne. 65 HIGH SCORES. The ulti­mate Hall of Fame makes another appearance.

FEATURES , 18 ALl EN 8. The map you've all been waiting for. At last, a solution to your worst night­mare, complete with hints and tips. 22 AVENGER. The most com­plete guide to this demanding game that you're ever likely to find, with hints and tips. Part two appears in the next issue. 27 STUPIDITY. The answer to all those people who think computers are too smart for their own good. Make your MSX simulate the thought pro­cesses of an MSX journalist. 34 FINDERS KEEPERS. lt's a godsend. lt's a blessing. lt's six months later than we originally promised. lt's a map. 36 RAMMER. Ever wondered where all that 64K disappears to? Wonder no more. Now you can actually use it.

DEPARTMENTS 14 ARCADE ANGLE. Another fix of tips and assistance for fast games addicts, with a definite oriental flavour. 20 AD VENTURE QUEST. Our resident mystic, a mean man with a magic orb, gives advice on a range of those trouble­some adventure roblems.

33 PRINTOUT. Some books you might like to read while you wait for your games to load. 41 SOFTWARE SCENE. Here we go again, joysticks at the ready - it's games time.

LISTINGS 49 A fascinating pot-pourri of games and utilities .

FEBRUARY/MARCH 1987

MSX Computing is about to come under new management. Steve Mansfield is taking over as editor starting with the Aprii/May issue. Steve is probably the most experienced writer on MSX in the English language, and long-term readers will remember his spell as deputy editor on MSX Computing right from the very first issue. Since leaving the magazine to pursue a freelance career he has stayed in touch by writing occasional articles for MSX readers and he brings to the magazine a wealth of technical experience.

One of his greatest assets as editor will be the extraordinary quality of the material contributed by the readers. Many computer magazines find it hard to know what their readers want. The MSX Computing postbag brings us 20 or 30 readers' letters every day, many addressed to our special arcade, adventure and program listings departments, and many containing valuable information which can then be shared with the whole readership. As an exaample, just turn to one of the three arcade game maps in this issue. They all started off as reader contributions.

If you have something to say about any aspect of using MSX computers, write in with your ideas. There's no need to send in a complete article as the first stage a clearly written synopsis (up to about 200 words) wi 11 do if you want to see what we think of an idea. The kind of article we are looking for is between 1 ,200 and 2,000 words long, with some potential for illustration. We have facilities for re-drawing diagrams, and we can re-write your prose if necessary, so you don't have to be a combination of Arthur C. Clark and Leonardo Da Vinci. However, you should be in a position to give us clearly typed or word-processed text, double spaced, with writing on one side of the paper only. In particular we are intrested in commissioning a complete MSX machine-code course, starting completely from scratch, to run over several issues. Write to us if you are interested.

The editor welcomes any corrections or additions. Prices quoted in editorial and advertisements are correct at the time of going to press but may be subject to variation. Every care is taken in compiling the contents of this magazine to ensure that they are correct and accurate, but the publisher assumes no responsibility for any effect from errors or omissions. All material published in MSX Computing is copyright and reproduction in whole or in part is forbidden, except by permission of the publishers. Editorial, advertising and circulation departments: Haymarket Publishing Ltd., 38-42 Hampton Road, Teddington, Middlesex TW11 OJE. Telephone: 01-977 8787. Fax: 01-943 4560. Photosetting and litho origination by Meadway Graphics, Carlisle House, 198 Victoria Road, Romford, Essex RL 1 2NX. Printed by: Chase Webb Offset, Plymouth © 1986 Haymarket Publishing Ltd

EDITORIAL Editor: Simon Craven Art Editor: Tony Baldwin Photography: Mike Cameron Publisher: Gareth Renowden Publishing Director: Patrick Fuller

ADVERTISING Advertising Manager: lan Stone Production Manager: Dominic Negus Production Assistant: Julia Bell Advertisement Director: Chandra Harrison

Front cover illustration by Pentrix. Technical queries: we regret these cannot be answered over the telephone. However, should you wish to write in we will endeavour to answer any queries through the magazine.

UK ... . . ..... .... . ............ ...... . . . . . . . . .. £16 Europe .................................... £20 Overseas . . .. . . ... ....................... £20 Airmail/Middle East ................. £35 Airmaii/USA, Can, Afr, lnd . . . . . . . £42 Airmail/ Aust, NZ, Japan ...... .... £45

Page 4: MSX-Computing-Feb-Mar-1987

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Interactive adventure Imagine a dismal world in which you are nothing but a lowly Ore. Imagine decades of oppres­sion by your heartless human rulers.

Okay, if you work for a publishing company you prob­ably won't have to tax your imagination too hard. You'l l already know what it feels like to be in the world of Level 9's latest game, Knight Ore, which is being distributed by Rainbird.

This is the latest and perhaps most ambitious of the com­pany's adventures. Knight Ore boasts a high level of inter­action with the characters, which lead independent lives. To solve the adventure you need to organise at least five of the characters to help you.

The game also has an im­proved interpreter- so impor­tant if you don't want to spend all your time trying to guess which words the program can understand. This one knows 1 000, apparently.

No price has yet been announced for the MSX ver­sion, but stay tuned.

Oh. By the way, apologies to Rain bird. The last issue of MSX Computing said that Jewels of Darkness is from Fire bird when it's actually from Rain bird.

The writer responsible was doubtless confused by the mu 1-titude of names on the packag­ing, including Firebird, Rain bird and Level 9. All the same, the luckless scribe has been lightly boiled in oil for this error.

Eag/esoft • pr1ces

And the winner of last issue's competition to spot the deliber­ate mistake is . . . everyone who spotted the incorrect prices we gave on three of the software reviews. Just in case you are one of the three readers who didn't ring in to tell us all about the error of our ways, we listed three Eaglesoft games, Fuzzba/1, Meaning of Life and The Ape Man Strikes Again, all at the incorrect price of £2.99. The official tag is £7.95 each, taking them well out of the budget category. ---

. : � : · · ·

Guess who put Superglue in Cloughie 's pocket

You'd be forgiven for thinking that a game called Brian Clough's Football Fortunes is another horror movie spinoff. But no, it's actually a football manager simulation.

We're not told if the game features an 'Over the Moon' table in place of the more usual high scores, or if it says 'You're fired' whenever you lose.

What we are told is that this is a game for two or more players who compete in the buying and selling, winning and losing of a single football season. Sounds like fun, although someone's bound to wind up as sick as a parrot.

The package includes the computer program and a game board and cards. All you need

to supply yourself is a· sheep­skin coat, flat cap and suitable list of cliches.

The game comes somewhat cheaper than buying a real football team, and has the other advantage that you don't have to turn out every Saturday to watch it lose. The price is £1 4.95

The biggest mystery sur­rounds the photograph which accompanies the launch of the program.

Why have we been sub­jected to this horrific view of what we assume is a top COS executive picking his nose. Mr Clough, unable to watch, fum­bles in his pocket for some­thing. What could it be? A gun? A knife? A handkerchief?

Too good to be true? Just because you want an MSX-2 machine doesn't necessarily mean that you have to forsake your current micro. A company by the name of MOS MSX Software in Hull is offering an upgrade system that just might turn MSX-1 machines into the new, ad­vanced spec.

If we sound a little cagey it's because we haven't seen the device, and there are several nagging technical doubts. We're trying to contact the company for a review sample of the product so that we can give you the full low-down.

The adapter is claimed to work with any MSX micro having two cartridge slots. lt gives you 1 28k video RAM, all eight MSX-2 screens, a bat­tery-backed clock, extended Basic commands and RGB video output.

However, the device is said to conform to the minimum MSX-2 specification - which isn't saying a lot. That spec includes 64k of main memory, and that's all you'll get with this adapter. Most real MSX-2 mic­ros will come with much more than that.

The adapter costs £89.99, which is a lot if you then find out that it doesn't give you com­plete MSX-2 compatibility. Still, if someone at MOS is reading this, we'd be delighted if you could put our minds at rest by sending us the gear.

Repairman lt's only when your computer dies that you realise how much you need it. Fortunately, help is at hand. We've been contacted by Kevin Gallagher, who informs us that he can repair MSX micros. We can't personally vouch for his services, never having had a computer curl up its toes, but he may be worth contacting if your local shop just stares at your machine in horror.

Kevin is also writing an advanced engineering mathematics l ibrary in Basic.

If you want to contact Kevin, his address is : 1 East Street, Herne Bay, Kent.

Page 5: MSX-Computing-Feb-Mar-1987

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lt gives you a real warm glow inside when you see a family sticking together, even in the rough, tough world of software publishing.

What prompted these thoughts was a recent press release from Mirrorsoft. The release informed us that Per­gamon Press. has just acquired two US software companies ­Spectrum Holobyte and Nexa Corporation -which are being merged to form the Sphere Corporation.

What's interesting about that is that the announcement wasn't made by Pergamon's boss, but by its deputy pub­l isher, Kevin Maxwell .

Who is the top boss? Well, the fact that the release was issued by Mirrorsoft - a sub­sidiary of Pergamon - should

Branching out at COS Next time you're in your favourite games shop you may notice some new packages under the COS label.

COS is well known for its computer games, but under no circumstances shou Id you try to stuff the new products into your cartridge slot or cassette ma­chine. The chances are they won't fit anyway, but if you do manage to get them in you won't get them out again.

The reason for this apparent incompatibility? The new prod­ucts are actually dedicated games machines, not software packages.

Under the Systema label, COS has launched chess, bridge, draughts, back­gammon, reversi and four-in-a­line machines.

Prices range from £1 9.95 for four-in-a-line to £1 99.95 for the Turbostar chess machine which has an IQ level roughly equal to 31 Sun readers.

Meanwhile, here at MSX Mansions, we're wondering why they bothered when there are so many excellent games machines already out there, all compatible with each other and with names like Toshiba, JVC, Sony, Mitsubishi . . .

Captain Bob and his chopper give you a clue. Yep, the top banana at Pergamon is none other than Kevin's dad, well­known friend of the unions and self-effacing newspaper pub­lisher, Robert Maxwell.

TV technology

Names, you see, are impor­tant tothe Maxwells. That's why Pergamon is currently suing business software producer Lotus for al leged infringement of a trademark.

TV pictures are notoriously hard to caption Although the comp.any doesn't fighter than a TV: 'used the bother to mention it in the press most advanced computer handout, JVC's shiny new, aided design techniques . . . to high-tech TV can be used as an push performance parameters RGB computer monitor. to the limit . . . multi-function

The TV, wittily entitled the on-screen display' and that C-21 OEK , has features l ike an kind of thing. Just what you FST tube, 30-channel preset need to watch Hancock's Half facility, infrared control and the Hour. ability to handle virtually every If you want a colour TV and broadcast system. you want a colour monitor,

The promotional literature check it out. And in case you're makes it sound more like a jet wondering , it costs £370.

Adrian grows up

There's something terribly appropriate about The Growing Pains of Adrian Mole being released by Virgin, even if the game was produced by Mosaic.

The new game is a fol low-up to Diary of Adrian Mole, and is timed to take maximum advan­tage of the TV serialisation.

Mosaic has teamed up with Virgin, the latter company being responsible for distribu­tion and promotion. That seems fairly clear and simple, so to confuse matters we'll tell you that the game was actually programmed by Level 9.

When we tried to ring Virgin to find what the price of the game will be, the person we needed to speak to was at lunch. The time was 4.00 in the afternoon. These software people have impressive lun­ches. Undaunted, we found from our spies that the most likely price is £9.95.

Interfaces Today Chuckie Egg, tomorrow the world. Your computer might look as though it's sitting in its own little universe, but in fact it has the capacity to reach out into the world at large.

All it needs to reveal these hidden talents is a little help. Electronic and Computer Workshop can supply this help. The company has launched a series of kits which provide MSX computers with the necessary interfaces with which to sense or control the outside world.

These cards include an eight-channel analogue input multiplexer (if you don't know what that means you won't want one), analogue-to-digital (AID) and vice versa ports, a Centronics printer port Oust in case you need another one), eight-channel logic input (use­ful for robotics), a real-time clock and a general purpose output card. Phew!

Prices for the cards vary, but the AID converter, for example, is £22.22 and the real-time clock £46. 1 0. You can contact the company on (0245) 2621 49.

Page 6: MSX-Computing-Feb-Mar-1987

KONAMI CARTRIDGES Penguin Adventure . . . . . . £18.95 Games Master . . . . . . . . . . . . £16.95 Green Beret . . . . . . . . . . . . . . . £14.95 Jail Break . . . . . . . . . . . . . . . ... £14.95 Nemesis . . . .. . . . . . . . . . . . . . . £14.95 The Goonies . . . . . . . . . . . . . . £14.95 Knightmare . . . . . . . . . . . . . . . £14.95 Vie Ar Kung Fu 2 . . . . . . . . . £14.95 Vie Ar Kung Fu 1 . . . . . . . . . £14.95 Hyper Sports 3 . . . . . . . . . . . £14.95 Hyper Sports 2 . ... . . . . . . . £14.95 Hyper Sports 1 . . . . . . . . . . . £14.95 Roadfighter . . . . . . . . . . . . . . . £14.95 Hyper Rally . . . . . . . . . . . . . . . £14.95 Soccer . . . . . . . . . . . . . . . . . . . . . £14.95 Boxing . . . . . . . . . . . . . . . . . .. . . £14.95 Kings Valley . . . . . . . . . . . . . . £14.95 Sky Jag u er . . . . . . . . . . . . . . . . £14 . 9 5 Comic Bakery . . . . . . . . . . . . . £11.95 Super Cobra . . . . . . . . . . . . . . £14.95 Time Pilot . . . . . . . . . . . . . . . . . £14.95 Ping Pang . . . . . . . . . . . . . . . . . £14.95 Billiards . . . . . . . . . . . . . . . . . . . £14.95 Golf . . . . . . . . . . . . . . . . . . . . . . . . £14.95 Athletic Land . . . . . . . . . . . . . £14.95 Antarctic Adventure . . . . . . £14.95 Tennis . . . . . . . . . . . . . . . . . . . . . £14.95 Track And Field 1 . . . . . . . . £11.95 Track And Field 2 . . . . . . . . £11.95 Circus Charlie . . . . . . . . . . . . £11.95 Monkey Academy . . . . . . . . . £9.95 Mopiranger . . . . . . . . . . . . . . . £11.95

Official -- -

TOSHIBA PERIPHERALS HX-R700 RS232 . . . . . . . . . £99.95 HX-E600 2 Cart Slot . . . . . £29.95 HX-C81 0 Datarecorder £24.95 HX-J400 Joystick . . . . . . . . . £9.95 HX-S665 Word pro . . . . . . . £49.95 HX-P1 01 Disc Drive . . . . £299.95

JVC PERIPHERALS HC-J61 5 Joystick . . . . . . . . £12.95 HC-R1 05 Datarecorder £89.95 HC-F303 Disc Drive . . . . £299.95 Midi Interface inc Software . . . . . . . . . . . . £169.95

SANYO PERIPHERALS DR-202 Datarecorder. . . . £44.95 MJY -002 Joystick . . . . . . . . £12.95

COMPUTERS Toshiba HX-22 . . . . . . . . . £145.00 JVC HC-7GB .............. £99.95

PRINTERS I Amstrad DMP-3000 ... £179.95 Brother M1 009 . . . . . . . . . £169.95 Panasonic KY-P1 091 . . £299.95

ACCESSORIES HXP550 Printer Ribbon ... £7.95 Modem .................. £225.00 Datarecorder ............. £24.95 Wig more Mouse ......... £69.95 Plotter Pens . . . . . . . . . . . . . . . £5.95

MONITORS Philips BM7522 Amber £89.95 Philips Colour . . . . . . . .. . £219.95 Sanyo CTP-31 43 Colour ................... £189.95 Sony KX 1 4CP1 Colour £399.95

SONY SOFTWARE Crazy Train . . . . . . . . . . . . . . . . £17.95 Mouseo ................... £17.95 Battlecross ................ £17.95 Do rod en . . . . . . . . . . . . . . . . . . . £17.95 Juno Firs .................. £17.95 Homewriter ............... £24.95

MSX BOOKS Starting with the MSX ..... £5.95 Starting Machine Code with MSX ........................ £7.95 MSX Exposed . . . . . . . . . . . . . £6.95 MSX Starting Basic ........ £6.95 Getting More from MSX . . £7.95 Getting the Best from Your MSX

£1.50

MSX SOFTWARE Eggy ........................ £8.95 Co nfuzed . . . . . . . . . . . . . . . . . . . £6.95 Moon rider .................. £2.95 Robot Wars ................ £2.95 Jce . . . . . . . . . . . . . . . . . . . . . . . . . . £2.95 Smack Wacker . . ... . ... . .. £2.95 Panel Panic ................ £2.95 Mazes Unlimited . . . . . . . . . . £2.95 Snake lt . . . . . . . . . . . . . . . . . . . . £2.95 Spacebusters .............. £2.95 Jewels of Darkness . . . . . . £14.95 Batman . . . . . . . . . . . . . . .. . .... £8.95 Syberun .................... £9.95 Footballer of the Year . . . . . £7.95 Veracruz .. . . . . . . . . . . . . . . . . . . £9.95 Winter Games ............. £9.95

Speed King ................ £1.99 Who Dares Wins 2 . . . . . .. . £7.95 loot. . . . . . . . . . . . . . . . . . . . . . . . . £2.95 Darts . . . . . . . . . . . . . . . .. . . . . . . . £1.99 Five Star. . . . . . . . . . . . . . . . . . . . £9.95 Silicon Dreams ........... £14.95 Adrian Mole ................ £9.95 Front Line . . . ... . . . . . . . . . . . . £5.95 Winter Olympics .......... £2.95 MSX Extra .................. £9.95 Vestron . . . . . . . . . . . . . . . . . . . . . £1.99 Foot Volley .. . . . . . . . ... . . .. . £1.99 Bounder .................... £8.95 Harvey Smith .............. £7.95 Reflexes .................... £9.95 World Cup Soccer ......... £9.95 MSX Classics .............. £9.95 The Inheritance ............ £9.95 International Karate ....... £7.95 Grogs Revenge . . . . . .. . . .. . £6.95 Mandragore .............. £14.95 Ice King .................... £6.95 Steve Davis Snooker .. . . . . £8.95 Castle Blackstar ........... £6.95 Boulderdash . . . . . . . .. . . . . . . £6.95 Flight Deck ..... . . . . . ... . . . . £9.95 North Sea Helicopter ...... £9.95 Scentipede . .. . . . . . . . . . . . . . . £1.99 Boom . . . . . . . . . . . . . . . . . . . . . . . £2.95 Hopper ..................... £2.95 Oh No . . . . . . . . . . . . . . . . . . . . . . . £2.50. Space Rescue ............. £2.95 Mac Attack . . . . . . . . . . . . . . . . . £2.95 Mu six ....................... £7.95

Official . - -

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MSX SOFTWARE Heist . . . . . . . . . . . . . . . . . . . . . . . . £7.95 Time Curb . . . . . . . . . . . . . . . .. . £8.95 Oils Well. . . . . . . . . . . . . . . . . . . . £7.95 Jet Bomber ................ £6.95 Chess Game . . .. .. .. .. .. . .. £7.95 Ghostbusters 0 • • • • • • • • • • • • £11.99 Decathlon . . . . . . . . . . . . . . . .. £11.99 Hero . . .. . . . . . . . . . . . . . . . . . . . £11.·99 Master Of The Lamp . . . . . £11.99 River Raid . . . . . . . . . . . 0 . . . . . £11.99 Blagger . . . . . . . . . . . . . . . . . . . . . £2.99 Contract Bridge . . . . . . . . . . . £9.95 30 Knockout . . . . . . . . . . .... . £7.95 Superbowl ................. £2.99 Lets Go MSX ............... £9.95 Flight Path 737 ............. £8.95 Jump Jet ................... £9.95 Slapshot. . . . . . . . . . . . . . . ... . . £8.95 Mr Wong ................... £8.00 Mutant Monty ............. £6.95 Computer Hits ............. £6.95 Hustler ..................... £2.99 Turmoil .. . . . . . . . . . . . . . ... . . . £2.95 Journey/Centre.: .......... £2.95 Minder . . . . . . . . . . . . . . . ... . . 0 . £9.95 A View To A Kill . . . . . . . . . . £10.99 Lemans. . . . . . . . . . . . . . . . . . . . . £3 .· 99 The Wreck (ROM) ......... £9.95 Buzz Off . . . . . . . . . . ... . . . . . . . £1.99 Barnstormer . .. . . . . . . . . . . . . £3.99 Sweet A eo rn . . . . . . . . . . . . . 0 • £3.99 XYZolog . . . 0 . 0 . 0 . 0 0 • • • • 0 0 0 . 0 £3.99 MSX Artist . . . . . .. . 0 • • • 0 . 0 • • £3.99 Way Of The Tiger . . . . . . . . . . £9.95 Bounder . . 0 . . . ..... . . . . . . . . . £8.95 Valkyr . . . . . . . . . . . . . . . . .. .. . . . £6.50 Eric And The Floaters . . . 0 • • £5.95 Coco In The Castle . . . . . . . . £6.95 Zipper .. . . . . . . . . ..... . . . . . . . £3.95 Stop The Express . . . . .. .. . . £6.95 Dungeon Adventure . . . . . . £8.50 Colossal Adventure . . . . . . . £9.95 The Price Is Magic . . . . . . . . . £9.95 Grid Trap . . . . . . ..... . . . . . . . . £1.99 Scramble . .. . . . . . . . . . . . . . . . . £1.99

Alphablaster . . . . . ... . . . . . . . £1.99 Brian Jacks Challenge . . .. . £7.95 Zoids ....................... £8.95 Samantha Fox . . . . . . . . . . . . . £8.95 Space Walk ................ £1.99 Chiller ...................... £1.99 Finders Keepers . . . . . 0 • • • • • £1.99 Formula 1 ... . ... ..... . . . . . . £1.99 Molecule Man ............. £1.99

Computer Hits . . . . . . . . . . ... £9.95 Knightyme . . . . . .. 0 ......... £2.99 Hobbit . . . . . . . . . . .. ...... . . . £14.95 Classic Adventure . . . . . . . . . £6.95 Star Seeker . . . . . . . . . . . . . . . . £9.95 ZakiiWood . ... . . . . . . .... . . . £7.95 Crazy Golf . . . . . . . . . . 0 • • • 0 • • • £7.95 Hunchback . . . 0 • • • • • • • • 0 • • • • £6.90 Boulderdash . . . . . . .. . . . .... £6.95 Board Games ... . . . . . . . .. . . £4.95 Elidon. 0 • • • • • 0 • • • • • • • • 0 . 0 . 0 • • £8.95 The Boss . . . . . . . . . . . . . . . 0 . . . £6.95 Les Flies . . . . . . . . . . . . . . .. . . . . £2.99 Maxima . . ... . . . . . . . . . . . . . 0 . . £2.99 Vacumania . . . . . . . . . . . . . . . . . £2.99 Macadam Bumper 0 • • • • • • • £8.95 PSG Musicwriter . . 0 • • • • 0 . £24.95 Jet Set Willy . . . . . . . . . . . 0 • • 0.£2.99 Jet Set Willy 2 0 • • • • • • • • • • • • • £7.95 Manic Miner . 0 . . . . . . 0 ...... £7.95 Lazy Jones . .. . . . . . .. . ... . .. £8.95 Alien 8 . . . . ... . . . . . . ... . . . . .. £9.95 Gunfright . . . . . 0 • • • • 0 • • • • • • • • £9.95 Knight Lore . . . . . . . . . . . . . . . . £9.95 Knight Shade . . . . . . . . . . . . . . £9.95 Sorcery�. 0 0 • • • 0 • • • • 0 • • • 0 • • 0 . £8.95

Monopoly . . . . . . . . . 0 • • • • • • 0 . £9.95 Scrabble . . . . . . . . . . . . . . . . 0 0 • • £9.95 Cluedo. 0 . 0 • • • • • • • • • • • • • 0 0 • • 0 £9.95 Breakout . ... . . . ..... . .. . . . . £1.99 Checkmate . . 0 • • • • • • • • • • • • • • £1.99 Teach Yourself Basic . . . . . . £1.99 MSX Text . . . . . . . . . . . . . . . . . . £49.95 MSX Calc . . . . . . . . 0 • • • • • 0 • • • £49.95 Cards ...................... £39.95 The Secretary . . . . . . . . . . . 0 • £99.95 Home Budget .. 0 . .... .. .. . £14.95 Kuma Wdpro . . . ....... ... £29.95 Spitfire 40 . . . . . . . . . . . . .... . . £9.95 Dambusters ............... £9.95 Pro Snooker . . . . . . . . . .. . ... £1.99 Vampire . . . . .. . . . .. . . . . . . . . . £1.99 Time Trax . . . . . . . . . . . . . . . . .. £2.95 Storm . . . . . . . . . . . . . . . . 0 • • • • • • £1.99 Desolater . . . . . . . . . . . . . . . . . . . £8.95 Wizards Lair . . . . . . . . . . . . ... £8.95 Dynamite Dam ............ £7.95 Star Wars . . . . . . . 0 . . .. . . .. . . £7.95 Spy Story . .. . . .. . . . . . ..... . £8.95 Science Fiction . .. . . . . . . 0 . 0 £8.95 Future Knight .............. £1.95 Bridge ..................... £12.95 Video Poker . .. . 0 . 0 . 0 . 0 • • • • • £1.99 Soul of the Robot . . . . . . . . . . £1.99

ODankshot. ...... . . . . . . . . . . . £14.95 Hole in one pro . . . . . . . . . . £17.95 Eggerland . . . . 0 • • • • 0 0 • • 0 • • • £17.95 Donkey Kong . . . . . . . . . . . . . . £8.95 City Connection . 0 • • • • • • • 0 . £6.95 Formation 2 0 ...... . ... . . . .. £6.95 0-Day . . . . . . . . . . . . . . . . . . . .. . . £6.95 Top Roller . . . . . .. . . . . . . . .. . . £6.95 Ninja 1 . 0 • • 0 • • • • 0 • • • • • • • 0 • • • • £6.95 Ninja 2 . . . . . . 0 • • • • • • • • • • • • • 0 0 £6.95 Snake Runner . . .. .. . . ... . . £6.95 Zorney. 0 . . . . . . . 0 . . 0 . . . . 0 .. .. £6.95 Exterion .................... £6.95 Chopper 1 . . . . . . 0 . . . . . . . . 0 .. £7.95 Police Academy . . . . . . .. . . 0 £7.95 Dawn Patrol . . . . . . . . . 0 .... £11.95 Aackod raw . . . . . . . . . 0 • • • • • • • £9.95

ANY THREE KONAMI

CARTRIDGES £40.00

r 1 I SOFTWARE ORDER 1 I I l I : I

..

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Flat out in top gear you hit 240 mph down the Mulsanne straight at Le Mans. Although this is the fastest point on the circuit, it is the only place where you have enough time to take in your surroundings; the glorious embers of sunset glowing against the mottled cloud­scape, the mind-numbing blare of the Porsche's turbocharged flat-six engine, the discomfort of the cramped driving posi­tion . . .

Whoops, better stop day­dreaming - here comes the corner already. Hard on the brakes and the 962C slews slightly, flames popping from the exhausts on the overrun. Puffs of tyre smoke reveal your error as you lock up the wheels in panic. A theoretically much slower Porsche 935 sweeps through on the inside, and you boot the power on �s you sweep out of the corner.

Sliding out towards the edge of the track you brace yourself for the jarring thump of the wheels hitting the kerb. If you want to make it through to dawn, you'll have to stop mak­ing these stupid mistakes.

If all this had been for real, the MSX Computing Racing Team would have lasted about ten minutes of the famous Le Mans 24 hour endurance race. As it was, however, even the worst crashes were no problem. Just a push on the starter button put us back at the start of the race, with Konami's new racing car simulator bursting into noisy life once more.

Known in the trade as WEC Le Mans 24 this arcade machine advances the state of the video game art.

Instead of standing in front of

For when you're in an expan­sive mood, Star has launched a new printer-the wide carriage NX-1 5.

Star has never been shy about launching printers. The company has more models than you can comfortably shake a stick at. However, it seems to have struck gold recently with its 80-column NL-1 0 model, claiming that it

• • •

Konami's marketing man tries his new company car

it, you climb in and sit down. The twelve-inch leather-bound steering wheel and right-hand gear lever fall readily to hand. One deviation from the genuine Porsche 962C is the two-speed semi-automatic transmission, but that's actually a bonus point, as you have more than enough to keep you busy once you are out on the track.

Moving off from rest the steering feels heavy but direct. An over-hasty twitch of the wheel lurches the whole simu­lator from side to side, and an accidental spin or crash rotates you violently from side to side, almost throwing you out of the seat.

The physical movement of the simulator puts it in a class of its own among arcade machines. Electro-hydraulic systems concealed within the base slew the cockpit up to 45

has taken around 25 per cent of that sector of the market.

Printers are obviously popu­lar items out there, and a lot of you have been using them to let us know what you think. Great! Keep it up!

Our secretary has just strug­gled out from under an impress­ive pile of mail to give us some important news about user clubs.

degrees left and right, repro­duce tooth-rattling bumps and vibrations, and even give the driver feedback through the steering.

The computer power master­minding the system is formid­able. The memory size of two and a half megabytes makes it equivalent to about forty MSX micros - enough to record all the landmarks of the famous Le Mans circuit in remarkable de­tai l . The data in all this memory is manipulated by a number of custom processors, each dedi­cated to a specific function such as graphics, sound or move­ment.

And with what effect! The images produced are almost up to television quality; in fact, the overall level of realism is con-• siderably better than can be achieved with laser disc games, where the contrast

Most of these clubs, she reliably informed us, run on shoestrings and are having trouble meeting the postage costs which have been the result of the enormous interest in these groups.

She went on to tell us that some of these clubs had written in - hence the mail mountain -to ask us to ask you to include an SAE whenever you write to

between the pre-recorded background and the computer­generated foreground tends to destroy the i llusion.

Among the hazards to be faced are competitors' cars which are quite l ikely to lose control and spin off the circuit right in front of you. Since 24 hours (the endurance of the real Le Mans event) would be rather a long time to spend sitting in an arcade machine, the Konami version of the race lasts about ten minutes. Assuming, of course, that you are good enough to qualify. Day turns gradually into night, just to add to your problems, and the sense of relief when the sun peeps back over the horizon is • Immense.

Over a hundred and fifty of these extraordinary machines have already been ordered by UK arcade owners.

them. If you don't, sending you a reply could put the club out of business, which defeats the whole object. Just thought we'd mention it.

lt's also worth mentioning that we can't reply to letters individually. Please don't send SAEs with your letters. When we have to write to people, we've been given permission by our publisher to buy a stamp.

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This is a tale of everyday PR folk. Once upon a time, the boys and girls at Virgin Games used to sell lots and lots of software for home computers. Now they sell Virgin Games - in the publ icity sense, that is. We'll leave all that stocks and shares nonsense to the pink papers.

One day, when the folks at Virgin had no new games to promote, and hadn't had their name in the magazines for a while, one of them looked up from his or her Beano and said: ' I've got an idea.'

Normally that would be a sacking offence, but that day everyone was bored with play­ing the usual office games of Pass the Buck and Hunt the Stapler so they decided to listen.

Let's take the company logo of a laughing shark,' said the owner of the idea, 'make a model of it and crash it into somebody's roof.'

No-one could come up with a reason why they shouldn't do this and so, lo and behold, it came to pass.

By a stroke of luck, verging on the miraculous, there was a photographer passing who managed to get this historic event on to film. Even more incredible, the laughing shark

We've just been sent details of an intesting attempt at getting MSX owners to talk to each other.

MSX Network is a system of bulletin board-type systems ex­clusively for MSX users. lt is being set up by Phil l ip Tate who hopes to 'strengthen the hold of MSX in the United Kingdom. '

The scheme is certainly ambitious. The idea is to run the system on MSX micros scat­tered around the country, which can communicate with each other for the purpose of relaying messages.

Phill ip hopes to use MSX-2 micros to do the work-with the machines suitably tweaked to run three disk drives and a hard disk.

But don't be fooled into thinking that this is just another bul letin board with big ideas.

You'll believe a shark can fly . . . was once featured in a 1 97 4 cartoon crashing a party by going through the roof. Amaz­ing ! What a coincidence! There is a Santa Claus !

Alas, we are unlikely to hear of the shark again. lt has been

The whole operation is de­signed to be commercially vi­able, with companies being invited to take space on the system.

We're not talking about peanuts, either. Any company taking out a reasonably large area is looking at coughing up around £2000 a year.

As we said, it's an interesting idea, but doubts remain. Much as we_ love MSX computers, restricting the system to MSX owners will severely limit its appeal to advertisers and cam-

• pan1es. There's also some doubt

about how far the system has got. In his covering letter, Phil l ip asks whether we're interested in writing the software to run it! He also says that the system will use MSX graphics, includ­ing the drawing routines, which

��+/:""" ........ . t

dropped as the Virgin Games logo. But, no doubt, we can rely on the Virgin publicity people to keep us busy with more ludic­rous stories so that we don't have to waste our time worrying about the software.

wi l l involve users in buying special software to access the system. That will also put people off, and presumably that software hasn't been written either.

In the general information, Phil l ip mentions that he is looking for companies to de­sign and manufacture cartridge modems and software, and expects the modems to be sold for £50 and the software de­veloped free! Hmm. Doesn't sound like any company we know.

In the meantime, if you want to contact Phil l ip Tate, leave a message on the Stockton Fido bulletin board. This runs at 300 baud, eight data bits, one stop bit, no parity, and the number is (0642) 605838. The board can be accessed between 1 8.00 and 6.00 only.

EYPgoes on line For those of you who prefer not to let your fingers do the walking, unless it's across the keys of your micro, you might be interested to hear that Yellow Pages is finally avail­able on line.

People with suitably equip­ped micros can dial the Electro­nic Yellow Pages (EYP) direct. Alternatively, Prestel account holders can now go via a gateway service.

The biggest surprise about this service is that it's free - if you forget about the fact that BT's charging you for the call.

At the moment the coverage is not as extensive as the paper version. To start with, London, Reading, Guildford, Watford and St Albans will be the only areas covered.

All advertisers who take space in the paper edition will be entitled to do so on the electronic version - but, of course, that doesn't mean that they will. For example, only a quarter of the advertisers in the London South West edition have taken space on EYP.

The main advantage with EYP - apart from the fact that you no longer have to remem­ber where you put the book-is that advertisers can display time-sensitive information.

The main disadvantage with EYP is that you can't use it to prop up a wobbly table.

Details on how to access the system will be included in all paper editions of the Yellow ' Pages for the areas covered. If you live outside these areas and still want to access the database, ring the EYP helpline on (0734) 506259.

London South West 1987

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Tank attack muddle Can you help me with a prob­lem we encountered when en­tering the Tank Attack listing in your December/January issue? Some of the lines seem to be printed in the wrong order. Andy Walker Bristol

They are indeed.· On page 63, the section from line 1230 to line 1 460 should in fact be inserted into the middle of the right-hand col­umn on page 62, following the normal order of ascend­ing line numbers. The only tricky bit is that line 1460 has been split. The second part is 4,BF:GOSUB1230:GOT0160. You can find it on page 62 lurking between lines 1220 and 1470.

True MSX-2 I currently own a Sony Hit Bit and successfully run Yama­ha's older music software on it. I am thinking of upgrading my system to MSX-2 by pur­chasing the Yamaha CX5M 1 1/1 28 and new software. I await with interest your review of this computer, especially if it takes the form of a compari­son with the old CX5M. Is the CX5M 1 1 truly an MSX-2 machine?

I am also looking for profes­sional quality word processing software, and am considering Multitext, Aackotext, Wordstar and the Computermates word processor.

Lastly, is there an MSX -3 on the horizon? Is it likely that an MSX machine Is being de­veloped with the capabilities of the Atari 1 040 ST or the Commodore Amiga? Bryan Conne/1 Western Australia

We're afraid it isn't ... The Yamaha CXSM 11/128 is not an MSX-2 computer. lt conforms to the standard MSX specification, but goes on to add some extra fea­tures of its own. These are mainly to allow new ver-

sions of the music car­tridges to run.

A comparable approach was taken by Spectravideo with the X'Press, though in this case the improvements over the MSX specification are mainly aimed at users of CP/M software. The X'Press might well be worth con­sidering if it is available in Australia.

Aackotext and the Com­putermates word proces­sors are both available in rather nice MSX-2 versions. Sadly, in this country at least, the hardware manu­facturers do not seem keen on selling MSX-2 computers to go with them. MSX-3 is no more than a vague whisper. The Motorola 68000 CPU would seem a sensible basis if the MSX manufac­turers do decide to compete with Atari and Commodore.

MSX disks I am writing in connection with the article Two's Company,

which dealt with adding a disk drive to your MSX. Does this include the Yamaha CX5M 11 ( 1 28K). I do not have this computer yet but would like this information for future re­ference.

Can you also tell me where to get more information on the CX5M, as every time I ask in various music shops I get conflicting replies. J Tomlinson Nottingham

The article you refer to only covers adding a second, cheaper disk drive to machines which already have one attached. Regrett­ably, you can't use a cheap drive as number one be­cause you need the disk interface cartridge. This is only sold with the high­priced official disk drives from the mainstream MSX manufacturers.

For information on the CX5 range contact Yamaha on (0908) 71771 , or write to the company at Mount Ave-

nue, Bletchley, Keynes MK1 1JE.

Interrupted •

JOurne}'

Milton

Please can you help me with the Dams Raid listing in your December/January 1987 issue? I have successfully en­tered and run the first of the two listings. Part way through the second listing I had to break off, and therefore saved the program. I later completed this but now find that I have two separate listings. How do I join up these two programs to get Dam Raid to run?

My second listing, when run, stops at line 2260 with an overflow error. Eric Harker Huddersfield

Dam Raid should consist of two programs. The first pro­gram loads and runs, then the second program will automatically load (assum­ing it is next on the casset­te). However, from your let­ter we suspect that you mean the second listing is split into two parts, as a result of the interruption when you were typing it in. You can join these together using the MERGE command - see your manual for de­tails.

Low-cost printing In the December/January edi­tion Steve Mansfield talks of budget printing. Some budgetf My printer is a Tandy CGP-1 1 5 colour graphics printer/ plotter which can be bought for as little as £50 in one of Tandy's frequent sales.

lt has its limitations. Being slow ( 1 2cps) and using 41/2 inch roll paper it is not really suitable for word processing. However, the print quality is good (it uses mini ball-points) and it can print in four colours and produce graphics. For producing the all-important listings and experimenting with graphics I find it excellent.

No mention was made of the cost of printer cables which can be high. Mine came from Maplin, PO Box 3, Essex, and cost £1 2.

Page 11: MSX-Computing-Feb-Mar-1987

KNIGHTS UNBEATABLE MSX PRIN TER DEALS £159 TOSHIBA HXP550 PRINTER. Toshiba originally sold these at £349 but due to our bulk purchase we now have unbeatable deals on this quality dot matrix printer. lt has a 2K memory buffer and is supplied with the cable to connect it to ANY MSX1 or MSX2 computer. lt prints at 1 05 cps in superscript, subscript, Pica, Condensed, Proportional or Elite fonts. The type can be varied from 5 to 17 characters per inch. lt uses ordinary fanfold or single sheets of paper up to A4 size.

lt prints ALL MSX characters including the language, scientific and graphic symbols, hi-res screens and when you use our T -GRAPH program it prints excellent pie and bar charts. When you need very dark print, select emphasised to strike each letter twice.

£169 TOSHIBA PRINTER+ 10 PROGRAMS. Including EXPERT MACHINE CODE LANG UAGE, KNIGHT COMMANDER, EASY ASSEMBLER/DIS-ASSEMBLER etc £179 TOSHIBA PRINTER + 15. Including MACHINE CODE, COMMANDER, ASSEMBLER + STOCK CONTROL,

· FORECASTING ACCOUNTS, TURBO DATABASE etc. £189 TOSHIBA PRINTER+ 25. Includes all above + KNIGHT ARTIST, T-GRAPH & RAM PRINTER SPOOLER etc. £199 TOSHIBA PRINTER+ 1 01. Everything above + 75 GAMES & EDUCATIONAL programs. £215 TOSHIBA PRINTER + CASH ACCOUNTS. Everything in the £199 deal + COMPUTERMATES ACCOUNTS CARTRIDGE - the easy way to run a business. ·

ANNOUNCING MSX2 Knights were the first to show MSX1 and we are proud to be the first UK retailer with MSX2. Here are some of the features: extended 48K BASIC in ROM, 256K of RAM, 9 screen modes, 80 column display, 51 2 colours, 51 2 x 21 2 pixels, 8 multi-coloured sprites per line, RAM DISK, battery backed time, date and security password. We also have models with single or double disks built-in. The top of the range model has 1 .4 Megabytes of disk store, built-in superimpose and facilities to digitise and save a TV or video picture. Prepare to be absolutely amazed at the quality of the 5 12 colour pictures - MSX2 program disks include RED LIGHTS OF AMSTERDAM (£19 .95}, CHOPPER 2 (£1 2.95) and CHESS 2 (£21 ) . Come in and see MSX2 in action. Ring for full details.

SOFTWARE KNIGHT COMMANDER adds 40 commands to Basic but leaves full memory free. Deletes spaces, Links lines, Recovers New'ed Programs, Dumps Variables, Searches for ?, Saves Pictures, Prints Screens, Displays Time, 26 new defined keys, flashing cursors etc. The Compressor alone Saves lots of memory & makes programs run faster! ...... . ... . . . £15 EXPERT MACHINE CODE: create or modify any machine code program. Great for making security copies of code programs .......... .. . .. .... .... . .... .... . ....... £15 KNIGHTS EASY ASSEMBLER, DISASSEMBLER EDITOR. Dis-assemble, modify & re-assemble ab-solutely anything! .. . . .. . ....... . . . . . . . . . ........ . ............ ....... £15 COMMANDER, MACHINE CODE, ASSEMBLER/ DIS-ASSEMBLER: All three .... . . . . . . . . . . . . . ... . . . . ......... £32 DATABASE, ACCOUNTS, STOCK CONTROL all three ....... . .. .. . .......... . .... . . .... . . . ... . . .... . . . ............ . . . ..... £33

TURBO DATABASE 1000: written in machine code to use all the MSX memory! Create your own file format & then watch how fast it searches! ............................ £25 FORECASTING ACCOUNTS: user defines account names & financial year, displays information in neat graphs & tables . .. ..... . . . .... . ... . . . . . . . . . .. . . . .... . . . . . . ..... . . . . . £25 STOCK CONTROL: instant price & stock level of any item, very fast search, up to 9,999 items per category. Tape, QD or DISK ... . . . . . . . . . . . . . . . . . . . . . . . ........... . . ...... . . ... £25 KNIGHT ARTIST: an easy to use graphic program which is supplied with 8 sample pictures. Tape & QD ... . ... . . .. . .. . . . . . ..... . . . .... . .. . .. . . . . . . . . . . . ... . . . ... . . .... . . . . ...... . £8 KNIGHT T-GRAPH: sorts and sums data and then displays it in PIE or BAR GRAPHS. Saves to tape, QD or 360K disk . . . . . . .. . .. . .. . . . . . . .. . . . . .. . . . .. . . . . .. . . .... . .... . .. . . . . £1 0 SPECIAL OFFER: Machine Code, Assembler, Commander, Stock Control, Accounts, Database, T-GRAPH, and KNIGHT ARTIST all eight for . . . . . . . £69

ALL PRICES INCLUDE VAT- All software post free. £9 carriage & insurance on each printer

(established 1937)

108 Rosemount Place, Aberdeen AB2 4YW

TELEPHONE OUR INFORMATION HOT LINE (0224) 630526 WITH ACCESS & VISA ORDERS

Page 12: MSX-Computing-Feb-Mar-1987

A R E YO U A

R ETA I L E R ? Profi t fro m o u r e x p e ri e n c e .- We stock ove r 3 00 MSX t it les, i n cl u d i n g games, b u s i n ess a n d e d u cati o n a l . We p rov i d e n ext d ay d e l ivery i n th e U . K . O u r te l es a l e s team kee p yo u u p d ated re g u l ar ly w i t h a l l t h e l atest re l eases .

C o n tact R u by A h s a n fo r t h e t o p s e l l i n g l i n es i nfo rm ati o n a n d a pro d u ct l i st . 01 -846 9 7 01 .

A R E YO U A N

OVE RS EAS D I STR I B UTO R ? O u r Ex p o rt d e p artm e n t w i l l save yo u m o n ey. They are fast a n d effi c i e n t. M ost o rd ers to Eu ropean c o u n t r i e s are d es p atc h e d w i t h i n 4 8 h o u rs of rec e i pt . We p rov i d e exce l l e n t b u l k d i sc o u n ts fo r a l l yo u r M SX software .

We a l s o s u p p ly software o n oth e r fo rm ats, p l ease c o n tact S i m o n M eade fo r m o re i n fo r m at i o n , p r ices a n d a fu l l p ro d u ct l i st. Te l : +44 1 846 9 7 01 T l x : 9 5 7 4 8 5 RO B I N C G .

A R E YO U A P RO G RAM M E R/A UTH O R ?

O u r p u b l i s h i n g d iv i s i o n i s l o o ki n g fo r h i g h q u al i ty software . We wi l l co n s i d e r p ro g ra m s o n a l l fo rm ats . P l e ase s e n d any s u i ta b l e p ro g rams to t h e software d eve l o p m e n t m a n ager at t h e ad d ress b e l ow . A l l p ro d u cts wi l l b e tre ated i n t h e str i ctest c o n fi d e n ce .

P l e ase s e n d m e a p ro d u ct l i st .

I am a Reta i l e r/ D i str i b u to r (p lease d e l ete)

Company N a m e : . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Address: . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

• • • .. 0 • • • • • • • • • • • • • • • • • • 0 0 • • 0 • • • • • • 0 • 0 • • • • • • • • 0 • • • 0 • • • •

• • • • • • • • • • 0 0 • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • 0

Post Code: . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Contact N am e : . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 .

• • • • • • • .. • • • • 0 • .. • • • • • • • • • • • • • • 0 • • • • • • • • .. • 0 • • • 0 • • 0 • • • • 0 •

Te l . N o : . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Te lex N o . Of any) : . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

MSX Feb/March '87

N e m es i s D i str i b u t i o n Ltd . 2 , l ff l ey Ro ad, H a m m e rs m i t h , Lo n d o n , W 6 O PA . U . K. Te l : 0 1 - 8 4 6 9 7 0 1 , I n te r n at i o n a l + 4 4 1 8 4 6 9 7 0 1 , Te l ex 9 5 7 4 8 5 RO B I N C G .

Page 13: MSX-Computing-Feb-Mar-1987

Serious club wanted I am an Italian owner of both MSX-1 and MSX-2 machines (Sony 75 and 700) and read your magazine frequently. I would like to make contact with a serious MSX club in Britain, interested not only in games but also in more se­rious applications. I am parti­cularly interested in finding out more about the disk system and I appreciate the articles by Allan Wood in this respect. Major Plazzogna Dario Via Frattini 18 37121 Verona Italy

Lost letter Recently I received a letter from Australia in response to a letter published in your maga­zine about a Prestel user group. Unfortunately I have misplaced the letter and con­sequently have no record of the address. Could I ask the group to contact me again?

On another note, we are still in the business of establishing contact with as many MSX users as possible along with any club, company or user group interested in having their name or services pub­lished nationwide, free of charge. Anyone wishing to get in touch should contact me at the address below. Please include as much information about yourself as possible. V R Wyland 35 Beechway Maghu/1 Merseyside L31 1 HP

Experiments Congratulations on the im­provements to MSX Comput­ing. In my opinion the manu­facturers have let us down, but I hope you wi 1 1 not do the same.

I would like to hear from other users who have de­veloped any designs for add­ons, as a group of us in the area have got together and would like to do some ex­perimenting. With any in-

. ------� -------.,---....---__

� -

-..

formation or diagrams for MSX, please contact me at the address below. D Weller 61 The Quadrangle Eastleigh Hants SOS 4FX

Yet more on resetting I feel I should add to the discussion on reset buttons, though I am sure you are getting tired of the subject. In the December/January issue there is a request for a method of resetting the machine through the cartridge port. There is a way, and although I have not tried it I am certain that it will work.

Pin 1 5 in the cartridge slot needs to be brought down to zero volts (ground) by con­necting it to pin 41 or pin 43. Doing it this way would not invalidate any warranty: all you need to do is etch a PCB as required and add a simple push to make switch. A stan­dard cassette box could be

.. .. .. .. .. -

.. .. .. -.. .. - - - -

used as a case. Why doesn't some company bring out a reset cartridge?

I recently purchased a disk drive and a Toshiba HXE600 additional 1/0 slot to give me two cartridge ports. If I put a games cartridge in the second slot it will not work, though it works in the first slot and the original one on the computer. Would it be possible to make cartridge games work from the second slot by using a short machine code routine? I could then write a menu program to use as the auto-loading prog­ram on disc, which wou Id then let me select either the prog­rams on the disc or the game. David Haslett Preston

While you might stay within the letter of the warranty by not actually opening the case of the machine, we feel that you would still be on thin ice if you managed to damage your machine while attempting this operation, perhaps by making a mis­take in your board design.

Unauthorized hardware modifications can invalidate more than just your warranty . . .

Page 14: MSX-Computing-Feb-Mar-1987

t looks as though we're doing something right. Judging by the colossal

flood of mail, the Arcade Angle pages are compulsory reading for many of you. A large number of people have written in asking for a Finders Keepers map, but until recently the only one we'd had sent in was unacceptably innaccurate. We're nothing if not thorough.

Then, as if by magic, a map appeared , and all you have to do to find it is turn to page 34.

The other game causing severe grief at the moment is Knight Tyme by Mastertronic. So we open this issue's Arcade Angle with a plea from Kevin Gorey.

KNIGHT TYME 'I have been playing Knight Tyme for quite a while now,' says Kevin. ' I can't progress through the outpost because I can't join together the three pieces of the Golden Sundial of Alpha. Murphy says the Sun­dial of Alpha needs great power to be joined. Help!'

The answer to Kevin's prob­lem was supplied by Lee Simp­son and Paul Brogden of Not­tinghamshire. lt goes like this: drop the pieces of the sundial in a pile and cast a lightning bolt spell to weld the sundial together. Use the lightning bolt to mend the time machine as well, but do all this only when your magic level is above 80 per cent.

KNIGHTMARE Still on the knight theme, I thought it may be a good idea to have some more tips on Kona­mi's Knightmare. lt seems the letter printed in Arcade Angle in the Christmas issue, request­ing help with Knightmare, has touched a nerve with desperate

Nick Brown presents another selection of

a rcade hints and answers your questions

readers. An anonymous reader has

submitted a solution the size of your average novel (along with a seemingly endless list of other conquered games). We haven't the space to print it all , but here are a few tips you might find useful .

Exits can be found along the sides of the screen, often

,

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between columns, bushes or rocks. Shoot at these until question marks are revealed, and then exits will appear to transport you one or more levels ahead. Another thing to consider is the yellow bishop symbol which gives an extra life. There is one on every level. The floating power pill should only be used

• •

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. . . , � . • •

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as red when you are on levels two, five or eight, as there are no bridges.

On other levels bridges have to be found by shooting them and made to appear by shoot­ing them some more. The red power pi l l does make you indestructible, but there's a catch - it also stops your firepower, and with no fire you can't open bridges before you run out of screen and drown in the river.

SOCCER As a break from all that vio­lence, let's take a look at Konami's Soccer game. The best way to tackle this (pun intended) is using the gentle art of Blastomatics. At kick-off, forget all that fancy strategic stuff - run as far as you can with the ball towards your opponent's goal.

If you are in any danger of being tackled then blast the ball forward , running after it instant­ly. Just before you reach the ball you should find that one of the other side gets it.

Tackle him as soon as he picks it up and he should give you just enough ti� to have a good charge at goal and go for a shot. Using this technique I managed to beat level five, 1 4-4.

David Ovington of Camber­fey uses a rather more refined method. On thefirstthree levels he recommends a hit and run technique.

When comfortably inside the opposition half, but out of sight of the goal, take a shot kick to get the ball forwards, chasing it with the nearest man, but stop just before he is near the bal l . As soon as the opposition player gets the ball, slide tackle him and you should be opposite the goal with only the keeper to

Page 15: MSX-Computing-Feb-Mar-1987

beat. On the fourth and fifth levels

these tactics will not work. Winning takes a lot of practice, but what David suggests is to pass the ball about until in a good position and take a shot. The chances are that it will go out for a corner. Pass to the nearest man and then to the centre where you can take another shot.

TURMOIL 'Please could you include this poke for Turmoil in your maga­zine. lt is for infinite lives, ' writes Paul Sykes of Chesham.

Using the poke is pretty simple. Load the game with LOAD"CAS :". When you get the OK prompt back, list the program and delete the 'A' on the end of the first line. The use the following two lines:

1 0 POKE &HEC1 , &HOOO 20 DEFUSRO=&HE646 : A=USR(O)

After this, RUN the program. Paul also has a question about the game: 'can anyone com­plete level P , as I think it is an impossible screen?

INTERNATIONAL KARATE Not my favourite game but here's a useful tip: as soon as you start, do a flying kick followed instantly by a side kick. If the first fails to nail your opponent, then the side kick will do the job.

NEMESIS Okay, so this isn't a tip, but it's

ew Preece of Kent came across an intriguing problem when he had his micro fixed.

'About a month ago I bought Konami's new release Neme­sis, which worked perfectly on my Toshiba HX- 10. But then the worst possible thing hap­pened - my Toshiba broke, and life as I knew it stopped.

' I managed to rent another computer and sent my HX - 1 0 to be fixed. A few weeks later my computer arrived and I put Nemesis on. But instead of the usual streamlined spaceship, I got a little, fat blue one. Did they

interesting all the same. Matth- Yie Ar Kung Fu 11

put the wrong chip in my computer? Did Konami experi­ment with other types of ship, and how can I get my sleek white fighter back?

That's a tricky one, Matthew. Have you experienced any strange effects on other Kona­mi games? How did your Nemesis cartridge work on the rented computer? If it was OK, then the fault must be in the computer.

Next we move on to martial arts mayhem with some tips for the Konami's bone-crushing Yie Ar Kung Fu 11. I was so pleased to beat this game that I compiled a list of key moves which will get you a long way through.

VIE AR KUNG FU 11 e Yen Pei This fellow is unable to dodge the low kick, so that must be your main weapon. The flying kick can also be used to good effect, so simply pile in re­membering to keep the right distance-close, but not within his striking range.

e Lang Fang After she has thrown her first fan you can jump over it and kick her. High kicks and flying kicks are to be preferred.

e Po Chin This fat blob can pose a problem if he paralyses you, so jump over his first gas bomb and hit him with a flying kick. Then stay in close, jumping into the air and landing on him with a flying kick. He'l l soon go down.

::<"·. . . . ....- -. --

e wen Hu One of your meanest advers­aries unless you use this tech­nique. As soon as you start, jump towards him and do a flying kick. If you are quick you may be fast enough to kick him before his mask comes off, or if you are really good you might manage to kick both mask and man together. Using the same technique as for Po Chin drop on him and stay close keeping an eye on the flying mask if it is airborne

e Wei Chin Jump over his first boomerang and stay in close using a combination of drop kicks and high kicks. This character spe­cialises in triple kicks which are almost impossible to duck, so things may degenerate into an unplanned scrap.

e Wei Ling This sweet little girl is only too keen to kick you to bits, and it is wise to maintain a discreet distance. As usual, jump over her first knife and use the drop kick technique.

If she catches you with the first blow of a triple kick, duck immediately and the other two will pass harmlessly over your head. Shewil l then slip past you and it is wise to catch her with a low kick. Then turn around and continue with drop kicks until she goes down.

e Han Chen A nasty piece of work with hardly any martial art weapons. Do not jump at him as you run a

Page 16: MSX-Computing-Feb-Mar-1987

·- .

The moral dilemma posed by Konami's cheat cartridges

grave risk of hitting one of his bombs in mid-lob, when you crash to the ground paralysed by the blast. Instead, walk towards him and us� the drop kick technique, avoiding his low kicks and catching him with low kicks when he tries to slip past.

e Li Jen This is the Kung Fu Master, though I am not sure why, when he doesn't use a move himself. By this stage you should have at least two cups of tea and if you are lucky you may even get the chow me in. Don't use either unless you get a proper start.

Move into kicking range and jump at him with a flying kick followed by a succession of low kicks. You should get in at least three before he moves away. Now you have cost him at least half his energy, use the chow mein if you have it, or run after him to finish him off with low kicks. By saving the tea for when your energy is low you should stay well in control for the rest of the fight.

e BOULDERDASH Gwydion Hawkins was kind enough to send in some assist­ance for any readers having a hard time on Boulderdash. As

Finders Keepers

soon as the game loads· select cave 1 /1 , 1 /2 or 1 /3. Collect as many objects as possible and as soon as no more are avai l­able press 'ESC'. The number of points scored should provide another life to continue on the same screen.

GROG'S R EVENGE e David Wainwright of Coal­ville has a problem with this game, one I haven't tried yet. He wants to know how to select

' different mountains. Anyone with this information should write in to the magazine and we'll pass it on.

David isn't one of those people who just ask questions

without giving anything in re­turn, however. If you play Ghostbusters, type in your name as Jon, say you have an account, and enter account number 1 234. You may be surprised at your starting money.

BOUNDER 'Could I interest you in cheat pokes for Bounder and a cheat mode for Valkyr?' asks Robin Hickman of Derby. You certain­ly could, Robin, and thanks for sending them in. For B.ounder, before loading type in POKE 40000,ASC("b") and repeat us­ing all the letters from the word "bouncy" in lower case. Then

load the game and wait until all the messages have scrolled past - you are now in cheat mode.

For Valkyr, hold down ESC, TAB, CTRL, SHIFT and the up, down and left cursor keys down simultaneously. The word 'CHEAT' will appear in the top left corner of the screen.

JET SET WILL V lvan Cort of Blackburn needs your help. He's stuck on Jet Set Willy, despite many hours of tireless play. He has found 58 of the 60 rooms, but cannot locate the Laboratory or one other room which he is unable to identify. If anyone can shed some light on the subject, please write in.

Wel l , that appears to be all we have room for this month . If you need help in defeating a game, or if you are one of the lucky few who can beat any program known to man, write in with your questions and guidelines to

Arcade Angle, MSX Computing, 38-42 Hampton Road, Teddington, Meddlesex TW11 OJE.

Page 17: MSX-Computing-Feb-Mar-1987

/\l\CI\C)',C)f r AACKOTEXT lDS (CAS.S & DISC) . . . . . £39 95

MUSIX £7 49

FLIGH r DECK £8 39 NORTH SEA HELICOPTER £8 39 CONFUSED ES 95

C:Hl.N::t<IE: E:c:ic:i .... .... ................. .......... � ... fl

I<()NAMI

JAILBREAK .. . . . . . . . . .... ...................... . £14.50

YlE: AR t<UNc:i FU J .......... {CART) ...... £14 50 YlE AR KUN<:i FU 2 .......... {CART) .... . £14 50 HYPE:R SPORTS I ............. {CART) ...... £14 50 HYPER SPORTS 2 ............. fCARTJ .. . . £14 50

SPECIA� ANY ONE @ £U.95

OFFER ANY TWO for £19.99 � THREE for £29.50

TRACk & FIELD 1 •••••••••••••••• KONAMI TRACk & FIELD 2 •••••••••••••••• KONAMI HYPER SHOT •••••••••••••••••••••• KONAMI KONAMI c:iOLF ............... . fCART) ... . . . £14 50 KONAMI TENNIS ............. (CART) ...... £14 50 HYPE:R RALLY . . . . . . ............ (CART) ...... £14 50 KONAMI SOCC:E:R ............ (CARTJ ...... £14 50 KONAMI PING PONG ..... (CART) ...... £14 50 ATHLE:TIC: LAND .............. (CART) ...... £14 50 ANTARTIC: AOVENTURE: .. fCARTJ.. . £14 50 ROAD Flc:iHTE:R ............... {CART) ..... £14 50 ORC:US C:HARUL ...... . . . . . . /CART) ...... £14 50 COMIC BAKE:RY ............... {CART) ...... £14 50 KONAMI BOXIN<:i ........... (CART) ...... £.14 50 KINc:iS VALLE:Y . . . . . ............ fCARTJ. .... £14 50 MOPIRANGE:R . . . . . ............ ICARTJ .... . £14 50 SKY JAGUAR . . . . . . . . . . . . .. .. .. . (CART) . . . . . £14 50 TIME: PILOT . .. .. . . . . . . . . . ... . ... (CART). .... £14 50 MONKE:Y AC:AOE:MY . . . . . . . fCARTJ . . . . . £14 50 SUPER C:OBRA ................. fCARTJ ..... £14 50 HYPE:R SPORT 3 ................ fCART) .. . . £14 50 HYPE:R SHOT.................. ....... ... ..... £14 50 KNIGHTMARE . . . . . ............ {CART) . .... £14 50 BILLIARDS . .. . . . ....... ... (CARTJ ... .. £.14 50 NE:ME:SIS .. . .. ...... ....................... ....... £14.50 c:iOONIE:S . . . . . . . . . ....... ......... . . . . . . . . .. ... £14.50 GREEN BERE:T . . . . ............. . . . . . . . . . . . . . . . . £14.50

ALLIGATA CONTRACT BRIDGE .. . . . £.7. 25 BLAGGER . . . ..... ..... . . . . . £.5 95 DISC: WARRIOR .. . . .. . . . . . . . .. . . . .. . . U 99 I(NOCKOUT £5 95

ANIROG SLAPSHOT .... . 737 FLIGHT PATH . .. .. . . . . . . , JUMP JET . . . . . . . . . . . . .

OUICI<SIL V A

£5 95 £5 95 £5 95

tsuOGA·BOO . .. .......... . . . . . . . . . . . . . . . . . . £4.99

ACTIVISION RIVER RAID . . . . H.E R 0 .... . . . ... . . . PITFALL 11 .. . . . .. . ... . . . . . .... . BEAMRIDE:R . . . . . . .. .. . .. . . . . .. MASTER OF LAMPS ..................... .

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BUBBLE BUS HUSTLER BOARDELLO

£895 £.8 95 £8.95

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. £5.95 £5 95

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MAILS HOT/TEXT (CART) . . . . . . . . . £47 95 CARDS (CART! CASH ACCOUNTS (CART) SPREADSHEET (CART! COMMUNICATIONS (CART) THE SECRETARY (CARTJ COMMUNICATIONS + RS232 (CART! SECRETARY + RS232 (CART)

E34 25

EB599 E34 25 E34 25 £85 99 £85 99

£17999

Send to FREEPOST Richard Reeves Ltd.,

CLASSIC WIG MORE MOUSE £69.95

KICK IT SPACE BUSTERS SPACE RESCUE MAC ATTACK HOPPER SENTIPEDE �OOM OH SHITI SMACK SHACKER MOON RIDER PANEL PANIC ROBOT WARS MAZES UNLIMITED PANIOUE SNAKE IT ICE

£2.99 EACH OR THREE FOR

£7.77

Starting Machine Code on the MSX ...... � £7.55 Behind the Screens of the MSX ............ :t&.Q5. £8.55 Ideas for the MSX ............................... � f'fi.55 Starting with the MSX ............. ............ :t5:Q5.. £5.55

JOYSTICK £11.99

The MSX Red Book .......................... ... � £8.55 Prntlor!llm,minn in MSX Basic .. ................. :tr:Q5.. £7.55

f l f C TRIC CHAC:t< N POP..................... ....... . . . £6.95 THE WRE:CK .. ............................... . . E l l 95 BARNSTORMER . .. ..... . ........ ... .... . . E7 50 MT BASE:......... .... ...................... £37 95 SHARK HUNTER........................... . .£.6.95 CHORO 0 .. ..... ............... ............ .. . £6.95 BUZZ OFF ........ . ....... . ........ . . .......... .. . . £.5.95 XYZOLOG ....... . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . £6.50 BAC:KGAMMON .. . . . . . . . . . . . . . . . . . . . . . . . . ... . . . £6.95 . --

I r'JI Jl JRANCE - -

International Karate ...................... .... £7.95

GREMLIN

WAY OF THE TIGER ............. ..... . . . . . . . £.7.25 BOUNDER. . . . . . . . .. . .. .. . .. .. .. . .. .. ... . . £6 99 C_lASSlC:S ......................................... £7.95 VALKYR ........ . .. £6 99 JACK THE NIPPER £6.99 AVENGER {KARATE) ........................... . £7.99 TRAIL BLAZER ... . . . . ... . . . . . . .. . . . ... .............. £7.95 FOOTBALLER OF THE YEAR . . . . . . . . . . . . . . . . £7.95 FUTURE KNIGHT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . £7 95

I I;'\[ MR CHING (CART) E12 49 STEP UP (CART) £12 49

SUPER BILLIARDS (CART) £12 49 HOLE IN ONE (CART) £12 49 SUPER SNAKE (CART) £12 49 EDDY II (CART) £24 95 MUE (CART) £24 95 TRACKER BALL (1ncl MP606C or MP607CJ £79 95

l<lJMA SUPE:R C:HE:SS . .. . . . . . . .. .. . .. . . .. . . . . . . . .. .. . . . E7 50.

NINJA ... .... . ...... . ......... . . ...... . . ...... . .. £5 50 KUBUS .... ....................................... £5 50 FRUITY FRANK ... . .. .. . .. .. .. . ... . . .. .. . .. .. £5 50 SHNAX . ............................ ........... £5 50 MUSIC: MAESTRO...... ..... .... .... ....... £7 2': STOP THE E:XPRESS .. .. .. ..... .. .... .. .... . £5 50

SPOOt<S & LADDERS. .................... . £.5 50

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DARKWOOD MANOR .................... £7.25

NORTH SEA BULLION ADVE:NTURE £7 25

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t f'I�Uf�F C]fNI

MONOPOLY SCRABBLE CLUE DO

LIVEWIRE

£795 £795 £795

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l f Vf L 9 WORM IN PARADISE... . . .... . . . . . . . .... £7.25 C:OLOSSAL ADVENTURE .... . . . . . . . . .... . . . E 7.25 DUNGEON ADVENTURE ..... . . ........... £ 7.25 RE:TURN TO EDEN .... . . . . ....... ... ....... . . .. £7.25 SNOWBAU .. . . . . . . . . . . . . . . . . . ... . . . . . . . . . . . . . . . £7 25 LORDS OF TIME . . . . . . . ...................... . £.7 25 ADVE:NTURE OUE:ST ................... .. . £7 25 EMERALD ISLE .. ... ...................... £5.50 RE:D MOON.. . .. .................... . £5.50 PRICE OF MAGIK £.7.25 JEWELS OF DARKNESS . . .. . . . £12 99

tv11CI<OTFKNIX

HOT SHOT. . ..... ....... :.� .. -� ................... £5 49 GENOGRAMS ......... . . ........ . . . . . . . ..... . . . £5.49 DOMINOES . . . . . . .. . . . . . . . . . . . . . . . . . ........... ... £5.49 NEW Artworker ............... . . . . . . . . . . . . . . . £5.49

MH<r?ORSOF T STAR SE:Et<E:R... .. .. .. . .. .. . .. .. .. .. .. .. ... .. . £7 95 737 FUGHT SIMUL ......................... £7.25

SPITFIRE 40 . ... ...... .. ........ ..... ......... £7 95

MAr<T f C H EDDIE: t<IDD JUMP ..... .. . . ................ . . . ES 95 BRIAN JAO<S ......... .. . . . . . . ............... . . . . . £5 95

ZOIDS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . £6.50 SAMANTHA FOX STRIP POKER . . . . . . . . . £6.95 GEOFF CAPES STRONG MAN .. . . . . . . . £5.95 -

MASTERTRONIC KNIGHT TYME MOLECULE MAN

f'vll< MIC R() E289 E189

CRAlY GOLF . ....... ... ...... ... .. . £2 49 CUBIT ..................................... £2 49 HUMPHREY . ......... ...................... £2 49 MAYHEM. . . ........................... .... £2 49 ZAKILWOOD ... . . . . . ... . . . .. . . . . . . . . .... . . . £2 49

C)RrHEUS EIC:>t.ll.I:>E��H ................................. E ... � MSX BOA�GAMES ................ ....... .. H.� EUOON ........ ........ ......................... .. £6.50 JOY CARD.. ...... ............................. £7 25

* BOULDE:RDASH 11 ........................... £.7 95

* SPY VSPX 11 • . . . .... . . .... ........ . . . . . . . . . . . . £7 95

CASTLE BLAO<STAR ................ . . . . . . . . . £.5 75 STE:VE DAVIS SNOOKER .... . . . . . . . . . . . . . . £7.49 ICE: KING . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ...... . . . . . £5.75 -

US GOLD WINTER GAMES .................. . .. . . . . . £7 95 GAUNLET . . .. .. . .... ... E 7 99 SUPERCYCLE . ... .... £7 99 DOORS OF DOOM (DISK) ............. £.12 95 *THE: DAMBUSTERS . .. ................. . £7 95 I SPY ... . . . ............. . ... . . . £2 99 GROGS REVE:NGE . . . . . . . . . . . . . . . . . . . . .. . . . £7 99

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'"' r r c)/? Mt Jr... le

ODYSSEY..J< MUSIWRITOR ............... £10. 99 PSG MUSIWRITER (C:ART) ............... £22.99

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HITS 6 . ... HITS 6 11 FIVE STAR

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choose any game value £4.00 or less (or deduct £4.00 from cost if higher value game preferred).

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Page 18: MSX-Computing-Feb-Mar-1987

Baffled by Alien B ? So were we, until one day a letter arrived . . .

J R Daddow is nothing if not persistent. Not content with completing Ultimate's Alien 8, he has taken the time to map the whole game. At least, we assume JR is a 'he' you just can't tell with those anonymous intitials. But in the absence of any evidence to the contrary, and taking our lead from that other famous JR, we're going to assume that our intrepid cartographer is of the male persuasion. Any­way, back to the game.

Not having JR's skill with a joystick we've had to take him at his word, but the map certainly looks very comprehensive. He supplied a sketch of the layout which was then drawn up by ace pen-artist Nick Brown, who is also responsible for the two little robots. Thanks a lot guys. We're sure there's a lot of frustrated Alien 8 players out there who now owe you their undying gratitude.

As for the rest of you if you've recently solved a game and have a mean skill with a pen, why not send us a map? We prefer black and white drawings as we've no facility for using colour at the moment. Please make sure the maps are accurate, and include playing hints and tips and what you think of the game, how long it took you, that kind of thing.

TV

'

0

cc

* 3

cc

0

0

TV

cc

cc

TV ...... CC

TV

TV

* 1

TV

TV

Page 19: MSX-Computing-Feb-Mar-1987

cc

........, TV 0

TV

TV TV

TV

-

cc

cc TV 0

cc

TV

- TV

TV

TV CC

TV _... CC TV

TV

HINTS AND TIPS � Here are JR's helpful comments for getting through the game: e When presented with the menu, always choose 'directional control'. This will enable you to control the robodroids. e No room is impossible keep trying until you find a solution. e In a room with clockwork mice on the floor, stand on a valve, so the little monsters can't get you. e When using a map, it is a good idea to mark the rooms you have activated and the valves you have taken with a cross, so you don't return there and waste time. As it is, you have got only just enough time to complete the game.

e Good luck! THE KEY * = one of four starting positions which can be

identified by: 1 Blue pyramids 2 Green shells 3 Purple rods 4 Blue squares

TV = thermolec valve CC = chamber of cryonaughts 0 = directionally controllable rebodroid

Page 20: MSX-Computing-Feb-Mar-1987

... .. =�-�- �=========================================================================== - .. -.E •

-- � � � � � .. , ____________________________________________________________________________ _ �� !!!!!' - � � �� ��!F-=========�==================================================================

· Stuck in the goblin' r .. dungeon? Lost in a \'

·

maze of twisty .· · ·•·• passages? Mike . .

Gerrard; arch .. . · : i . ·.

\· · ·· adventurer, is he· · ·

iif:tli\ @iff· F> • • • · to offer help . � ..... t,O A • " ' ' · ·< : · ': : . .

ith a two-month gap between col­umns, it's inevit­

able my postbag builds up, so let's get straight down to dealing with some letters before looking at Rainbird's wonderful new Silicon Dreams

Firstout ofthe in-tray and into the out-tray is V. W. Warren, 32 Stafford Road, Great Yarmouth NR31 OEX, who admits to becoming rapidly bored of alien-zapping on his newly­purchased Sanyo, and is now immersed in several adven­tures. How to cross the river in Zakil Wood is one question. Strange as it may seem, the answer is: SEHSUB HCRAES. For anyone else who's just kissed alien-zapping goodbye, the clues or answers I give in this column are all printed backwards to avoid the risk of anyone inadvertently reading the answer to a problem that they're struggling away trying to solve for themselves. Plenty of adventurers would refuse a hint til l the last possible mo­ment, when they're in danger of punching the monitor in frustra­tion, and giving away the answer to a problem is the equivalent of telling someone "The butler did it."

V. W. Warren also asks if I deal with arcade-adventures, to which the strict answer is No, though out of the kindness of my heart i' l l occasionally men­tion them if someone's stuck, which this reader is on Elidon, Nightshade and Knight/ore. Send any help that you can to Chez Warren, and if anyone can help on Knigli Tyme then contact N . Knights, 3 Hawbeck Way, Spencerbeck, Middles­brough, Cleveland TS7 9QS.

"You could send me a clue sheet on Zakil Wood, " says a reader whose name looks l ike Vi lam Viong, of Charlton, south London.

Well I could, Vi lam, but I won't 'cos you didn't send a stamped addressed envelope. That's something I am strict on . No SAE, no comment. If you saw the amount of mail I get in a typical month then you'd under­stand why.

Still stuck in Zakil Wood is Felim Stewart of County Donegal, and that's after re­ceiving my clue sheeH Felim can't get through the Path of

Eternal Sleep because the given list of directions won't fit in as one input, yet when he tries them individually he doesn't seem to be moving as he sti 1 1 gets the message about his head going round. First things first, you do type the directions in as separate commands, not all in one long instruction. And second things second, although it may seem after you type in each direction that you haven't moved because the location description and the head spinning message both stay the same, you have in fact moved to a different location so don't give up til l you've typed in all the commands which will (and I know because I've done it) take through to the other side of the wretched Path of Eternal Sleep.

No SAE, no comment. If you

. saw the amount of mail I get you

· would understand why

One problem at this stage that a few people have written to me about is with the com­mand GET LEAVES, which doesn't always seem to work. lt may not work if you're already carrying too many objects, but otherwise it should be fine and ali i can say is that I've checked this time and again on my own version of the game and GET LEAVES enables you to get the leaves. If your version won't allow you to get them, which you need to do to finish the game, check with Mr Micro who published Zakil Wood.

Same game, similar prob-

. ·�

Page 21: MSX-Computing-Feb-Mar-1987

I em, and that's for Gary Elton of no fixed abode - at least, there's no address on his letter. Gary' s chopped down a tree but can't pick it up again, and the only problems I can think of there is that you're carrying too many objects. There's no sneaky problem preventing you getting the tree, so far as I know.

Martin Green of Woolwich wants to know how to get into the cottage on the other side of the river. He's tried beating down the door with the axe, and says that any sentence con­taining the word IN is inter­preted as a request for an inventory. The answer's a sim­ple and less violent approach : EGATTOC RETNE.

Let's get out of Zakil Wood and into another wood , this one being at the start of Castle Blackstar, where M. R. Smith of Houghton le Spring is stuck. I have to say that I hate the start of this game, where you're immediately flung into a quite complicated maze and carrying no objects that would allow you to map it properly. Getting through is therefore pure chance, and it's very boring to sit there typing N , S, W and E in random fashion til l you hit on a way through. But the rest of the game is excellent and it's worth persevering with as there's plenty of fun and genuine challenge later on. I can't give you directions to get through the forest maze (can anyone help on that?), but I can tell you that there are three special locations in the maze that you must visit before you move on. There are also objects at these locations, so once you've lo­cated one it does make the map-making easier.

Mr C. Jacobs of Barley Green, Birmingham, is strug­gling with Colossal Adventure, wondering how to deal with the dragon, for one thing . You can't have tried very hard, Mr Jacobs: SDNAH ERAB RUOY . HTIW NOGARD KCATTA. How to open the rusty gate to the Giant's room: LIO EMOS ON IF. When not struggling with Colossal, Mr Jacobs dips into Adventure Quest, asking how to get past the octopus and defeat the sphinx. For the octopus you need to be car­rying : GAB EHT. You get rid of the sphinx by clever use of

M ROWDNAS EHT. This is one of those problems I solved by accident, without realising what I'd done - I moved away from the location and when I went back the sphinx had dis­appeared so I had to look up the solution to what had done it. Read the messages and listen to the sounds carefully on that one.

The Price of Magik is what's puzzling Barrie Flaming of Glasgow, and how to open the door in the stone room is not the least of his worries. The simple answer to that is to say that you somehow open it from the other side. Barrie says he has 1 1 spells, of which he's got seven of them working, but the seven he l ists don't include the one that will enable him to see through the door in the stone room : PSE SI ENO TAHT. Then you'll need a few more spells and to think about the order in which you might cast them. And cast some of them more than once.

Some cheating on that same game from G. Lucas, which I pass on purely out of interest, knowing my readers wouldn't stoop to such awful depths of depravity. Mr Lucas says that when you die, type RESTORE or RESTART several times, then when the Lenslok routine comes up, deliberately type in the wrong codes. This should result in you being returned to

wherever it was you died, but with 245 stamina points now to your credit. Could be useful when fighting foes. I mean, not that you would cheat, of course. Nor, I 'm sure, would you use Mr Lucas's other sneaky piece of . information, that when you're in the boat trying to read the plaque on the riverbed, you should type DOWN, then when you're returned through lack of air just type OOPS to allow you to return to the riverbed and read the plaque, I haven't tried that one myself but it sounds a neat cheat.

Kevin Harris of County Durham writes to me grovellingly about Emerald Isle, where I 'd already told him that to solve one particular problem he needed the long rope. Fine, he says, but where's the long rope?? TNEMUNOM EHT WOLEB, say I .

Nigel White says can anyone help him in Special Operations, and if so can they write to him at 70 Ingress Gardens, Greenhithe, Kent DA9 9HN. Peter Slake of Co Antrim in the Emerald Isle says that I have to help him with his problems in Snowball and Emerald Isle. Oh I do, do I? Oh all right, while I've still got room.

In Emerald Isle, how to get past the butler: DROW EHT SI HTLAEW. How to open the. lamp: RETAW HTIW Tl LLIF TSUJ. Where is the wallet: KRAP RAC EHT NI . Where is the airport: YTIC NREDOM FO WS TSOPNGIS DNOYEB. In Snowball, how to get past the waldroid : TNIAP FO NAC EHT EDOLP�. Where is the ammo for the nand-gun: NUG FO

_...,.,, ... ,,"\ DNIK TAHT T'NSI Tl. You k

I have to say that I hate the start of this game, where

you are .•.. immediately flung · · into a complicated

maze

\ should fire it when you're ·\,; ECAPS N I GNITAOLF. How to

use the control console: first you RIAHC N I TIS then you ROSIV RAEW then NEERCS ENIMAXE. You look at the number you're interested in, then work it with a KNILB. And what do you do with the revival unit: Tl HTIW ENOEMOS EVIVER. What else?

"Snowball has got to be one of the best adventures of all time," Peter reckons, and there are plenty who'd agree with him. Those of you who haven't yet sampled it are in for a treat, especially now that you can get it in Rainbird's latest repackag­ing of Level 9 titles, Silicon

It was a joy to be wandering around the

Snowball ship •

again, Nightingales and

all

'

'

Dreams. As with Jewels of Darkness, this takes three ear­lier linked Level 9 adventures and puts them in one package for£1 4.95, along with a booklet. The adventures have all been redone to take advantage of Level 9's latest comprehensive adventure-writing system, with a much larger vocabulary and lengthier text. In the case of Snowball, the first in the trilogy, this has also meant adding graphics. l was a bit worried that this might spoil one of my favourite games, but not a bit of it, and with lengthier location descriptions it was a joy to be wandering round the Snowball ship again, Nightingales and all.

The other two titles in this trilogy are Return to Eden and The Worm in Paradise, and I'd say that even if you're only buying it for one of those adventures, it's worth the price of admission for the packaging and the improved presentation. In fact it must be very tempting even if you already own all three of them. A trilogy of cheers to Rainbird for not neglecting MSX owners with this one, and do go out and buy the adven­tures if you want to make sure you still have adventures to buy in the future.

That's it until the next issue­don't forget to keep those adventure clues and questions flowing in.

Page 22: MSX-Computing-Feb-Mar-1987

A

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, KEY TO SYMBOLS

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lever

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keys to be picked up (with number) spider holes

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t-. I I

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The starting stage

The first lower stage

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Page 23: MSX-Computing-Feb-Mar-1987

0

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Avenger has met its match. Young and fearless Lee Murdie survived the game to tell us the secret r

e know what you're going through. You bought Way of the Tiger 2 Avenger

thinking you were going to have a nice quiet time and now you're tearing your hair out in frustrated rage.

Well, we've got good news for you and bad news for the toupee industry. That maze of maps and symbols you see on the left is the answer to your prayers. Yes, it's a complete solution to the game, thanks to intrepid reader Lee Murdie.

Lee drew no less than six maps, showing the complete layout of the game. Four are reproduced in this game. Four are reproduced in this issue, and the other two will be appearing in the next issue. As well as showing the whereabouts of the various rooms, the maps also indicate the loca­tions of treasure, keys, spider holes and other crucial objects.

This plucky 1 4 year-old not only sent in the map, but also included several clues and hints which you can find opposite.

You might expect that having completed such a death-defying feat this brave teenager would sit back and take things easy for a while. Not a bit of it. Even as you read this, Lee is pitting his wits against the goblins in The Hobbit. Meanwhile, turn the page for the clues . . .

• •

'

Page 24: MSX-Computing-Feb-Mar-1987

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RRP £49.95 £49.95 £39.95 £39.95 £99.95 £99.95

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£225.40

£39.95 £39.95

£29.95 £39.95 £1 9.95 £39.95 £29.95 £39.95 £1 4.95

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ALL STOCK ITEMS DESPATCHED SAME DAY Write or ring us for any further details on any of the above listed software

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Page 25: MSX-Computing-Feb-Mar-1987

HINTS AND TIPS lt has been suggested to us that some of you just aren't content with a map. Oh no. You want it spelled out foryou. Wel l , you're in luck. As well as going to great pains to draw the map, young Lee Murdie has also supplied a description of how to complete the game. So here are Lee's instructions, transcribed and judiciously augmented by none other than Phi I Rotsky. e Dodge spiders and guards whenever possible to save energy. e Don't take on spiders when they are in the air, and don't walk over spider holes as you will lose all the keys you are

• carrytng. e When you start, pick up the amulet, then the charm. This is important as you can then pick up the crowbar, but don't attempt to take the magic rope at this point. e After getting the above ob­jects (not the rope, Craven. Pay attention !), go through the grill into the first lower level. But beware - you'll need at least one key. e After you enter this stage, make your way down to pick up the poison, although it's a good idea to pick up the keys first. e Make your way back to the trapdoor and go back to the starting level. e Go to the cross-shaped room and through to pick up the magic rope. Then make your way to the room with the trapdoor. e Go through the trapdoor, pick up the keys and make your waytothefirstguardian's room. You should now be carrying everything you need to kil l him. When he is dead you can pick up the magic sword. e Go through the trapdoor in the first upper stage to get to the second upper stage. Go straight to the second guar­dian's room and kil l him. Stop whingeing. There's no room for sentiment in this game. e Go down through the grills and keep going until you get to the bottom stage. e Go into the room with the iron fist and pick it up. You are going to need it to kill the third guardian. Pick up ten keys. e Go up through the trapdoors until you get to the top stage, or tower. e Make your way to the third guardian's room. You know what you need to do when to do when you get there. There's no time for idle chit chat or casual cups of tea. Just kil l the guar-

L ! . I ' � I . I

... - : t-

J l

..__..._._ .... - t � .

# I

-

' � ......., __ __. .. . -( -

t

3

1 ..._ t ..

The bottom stage

0 0 0 -

-

a -

0 ; 0 The top stage

dian and get on with the next job of picking up the charm and treasure. You will then be adequately equipped to pick up the scrolls. Contrary to popular belief, getting the scrolls is one of the best things that can happen to you. e Go down through the grills again, and keep going until you get to the lower stage, where you can pick up the scrolls. e Go back up through the trapdoors to get back to the starting stage.

1

0

'

� .-, ., - � .; � _.

.

.

0

· --

p -�

MAKING MAPS

.

If you feel l ike sending us a map of your favourite game, bear in mind the following points.

We can't use colour, so simple black and white draw­ings are best. Make the pictures as bold and as simple as possible. Don't write words directly on to the maps, unless your typographical skills are very good -just mark lightly in pencil where words and sym­bols should go, and we'll type­set the text or get an artist to

f-

. •

'

t-- F . ::.:::.:.:.-

-

• • a

l

0 0 h g

-

.. -

.._ - ...--

- -

t

draw in the symbols.

'

.

...._.--

o--

3 � � · -

· t · -._

f- -

--.

f-f-

eo�

The design should be as clean as possible- not neces­sarily bland and simple, but just clear and unfussy.

If you don't feel you're up to all this, don't worry. Send in your map and , if we think it's useful, we'll get an artist to redraw it. Of course, if you can produce wonderful, camera­ready artwork (and we know at least one of you can), please do. Then we can start taking longer lunches.

Page 26: MSX-Computing-Feb-Mar-1987

= ... = :::: .::=:. �=================================================================== - · - .., - -- -

-- ,_ _ 'i!��================================�==================================== - � .., _ - ..... .._. ._,.

June/July 86 Beyond Basic - the first steps to more advanced program­ming with other languages. Typing in readers' listings -where to look if you run into difficulties, and some hints on sending in your own program­ming efforts. Frankfurt Music Show - the MSX compatible products. Turn your micro into an electric piano with our basic course.

August/September 86 Yamaha's new software for the CX5M 1 1 revealed, plus an explanation of MIDI . Programming hints to help you get the best from your disk drives. Making the Spectravideo Xpress work for its living, by a satisfied user. Compact printer - the near

If you've missed these issues of MSX Computing and want to get hold of a particular feature, help is at hand.

Contact our Book Sales department which will be happy to send you back issues from our warehouse for £1 .45 per copy (including postage and packing).

Just send yourname and address plus a £1 .45 cheque or ·

postal order made payable to Haymarket Publishing Ltd, to MSX Computing Book Sales, 1 2-1 4 Ansdell Street, London W8 5TR, stating which issues you require.

Listed below are the currently available back issues with a brief description of the major features, tests and reviews In each. All issues carry software reviews and listings.

JUNE '86 AUGUST '86 OCTOBER '86

letter quality Brother M-1 1 09

October/November 86 MUD is not just an adventure game, it's a way of life. Control a disk system using your own programs with Allan Wood. Don't keep yourself in the dark, our Knight Tyme map helps you see the light. Adding on a second disk drive does wonders for your MSX. We show you how. Tim Markes examines MSX music soft'A'are written by two talented enthusiasts.

December 86/January 87 Software roundup, with Martin Banks selecting his favourite games titles. Low-cost printers, word pro­cessing techniques, and the birth of Arcade Action.

When a copy of MSX Comput- pop down to your local newsa-. ing comes out, newsagents' gent waving a very large axe, shelves are often emptied of and suggest pol itely that he stocks with i n days. If you aren't i ncreases his order. But we quick off the mark you might recommend a second method find yourself stuck without a ' so much more civi l ised -copy. your own personal postal sub-

One possible solution is to scription to MSX Computing. I

I I I I I

Please complete this form in block letters, and send it together with a cheque or postal order for £1 6 made payable to Haymarket Publishing Ltd to MSX Computing, Subscriptions Dept, Haymarket Publishing Ltd, 1 2- 1 4 Ansdell Street,

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L _ _ _ _ _ _ _ __ __ __ _ _ ·-- -- -- -- -- -�

Page 27: MSX-Computing-Feb-Mar-1987

The next best thing to artificial intelligence. By Sean Davidson

many times have you dreamt of the time when

you will be able to talk to your MSX, and have it answer you? If not like Eddie of Hitch-Hiker's Guide fame, then like HAL, Orae, or one of the many other intell igent computers which abound in science fiction, but which have not yet made it on to the home computer scene.

Of course, many programs have been designed to give the i llusion that the computer was understanding what was said to it, and making an intelligent response. ELIZA is probably the best known of these, be­cause it gave the best il lusion, while taking very little memory, and it was therefore suitable for personal computers.

ELIZA was described as a simulated psychiatrist who asked typical psycho-analysis questions, which was handy, because that allowed it to get away with strange conversa­tions with the excuse that it was alluding to topics the subject seemed troubled by!

lt worked simply by scanning the text input for certain keywords which it recognized, such as father, and selecting one of a number of pre-prog­rammed replies based on that word, such as ''TELL ME MORE ABOUT YOUR FATHER."

The problems with this prog­ram were that it eventually began repeating replies, un­less a huge amount of memory was taken up with possible responses, and that it could not learn, and was not really "intelli­gent" at all. One good rule for testing whether a computer programme is truly intelligent, is to ask it why it did or said something. The reply "BE­CAUSE I WAS TOLD TO" is not

good enough. lt should be more along the lines of "BECAUSE <cause> LEADS TO <effect>."

Is it possible to write an intelligent, English-speaking program on a standard MSX? First, we must understand how such a program would be written . For many years, it was believed that all which was required to create a computer capable of conversation, was a huge table of grammatical and syntactical rules, from which the computer could formulate the way in which it should form its sentences. These programs could speak, in a sense, but they had nothing to say, and could not understand a sent­ence entered by the user.

They had no way of knowing that the "SEE" in "I CAN SEE THE CAT", was being used differently from that in "I CAN SEE WHAT YOU MEAN". What was really needed was a program which also had a concept of what words meant in the real world and could there­by place the words in correct context. To do this, unfortu­nately, it would have to know as much as an average human in the real world, which is way beyond the memory capacity of even a disk-based MSX!

Many "interpreting" adven­ture games get around this context problem, by presuming the closed context of the adven­turer in relation to the scenario only. Zork, for example, is able to interpret quite complex in­structions because it has been given a context for every word which can be used in every room, for every object encoun­tered. Even in this relatively small environment, a large amount of memory is used in defining how each word should be acted upon in accordance with the adventure.

5 ' DAN I 7 ' By Sean Dav i d son 1 0 • I n t r od uc t i on

20 , 30 CLS : KEVOFF : KEY 1 , .. k eyon " +CHR$ ( 1 3 > :

PR I NT " Dynami c Ar t i f i c i a l Non - I n t e l l i

gence ..

40 PR I NT : PR I NTSPC < 1 6 > " DAN I 50 FORT= 1 T04 : PR I NT : NE X T

60 PR I NT " Gr eet i ng s h uman !

70 PR I NT " Th i s i s your MS X spea

k i n g . 80 PR I NT : PR I NT "

I w i l l

Tal k t o me , and

90 PR I NT "

, a n d

l earn f r om what you say

1 00 PR I NT ..

1 1 0 PR I NT ..

am

1 20 PR I N T " ' 1 i st '

1 30 PR I NT "

n ow l ed g e .

answer you . ..

I f you don ' t th i n k I

l earn i ng anyth i ng , type

and I w i l l d i vu l ge my k

1 40 PR I NT : PR I NT

1 50 • 1 60 · Set up 1 70 .

1 80 CLEAR5000 : DEF I NT A-Z

1 90 MA=500 : D I MWD$ ( MA > , FO$ < MA , l > : LW=0

200 WD$ < 0 > = " @ .. : MW=0

2 1 0 I NPUT " WoLtl d you 1 i k e our c onver s

at i on t o b e r ecorded on p r i n ter ..

; PR$ : PR= < ASC < PR$+ " N .. > = 1 2 1 0RASC < PR$+ "

N .. > =B9 >

220 PR I NT : PR I NT : PR I NT

230 PC$= .. @ . ! ? .. : LG$= " - ' ab c d ef gh i j k l mn

op qr stuvwx yz ABCDEFGH I JKLMNOPQRSTUVWX

Y Z " : LC=28

240 PR I NT .. Spea k n ow , or f or ever h o l d your p ea c e

300 • 3 1 0 ' I n put t ex t l i ne

320 • 330 I FPOS < 9 > >0THENPR I NT : I FPRTHENLPR I NT

.

340 PR I NT 11 > 11 ; : I FPRTHENLPR I NT 11 ) 11 ; 350 PN=PN+ 1 : I FPN=2THENAT$= 11 @ . .

Page 28: MSX-Computing-Feb-Mar-1987

360 L I NE I NPUT T X $ : I FT X $= .. l i st .. THEN9

40

370 I FT X $= .. .. THEN 1 340

380 I FPRTHENLPR I NT T X $

390 T X $=AT$+T X $ : PS=0 : TL=LEN < T X $ )

500 11 5 1 0 11 An a l yz e t ex t l i ne , f i nd wor d

s

520 , 530 WD$= 11 "

540 PS=PS+ l : I FPS > TLTHEN I FWD$ > " " THEN7

30ELSE 1 340

550 LT$=M I D$ ( T X $ , PS , 1 >

560 I S= I NSTR < LG$ , LT$ >

570 I F I STHENWD$=WD$+M I D$ < LG$ , I S+26* <

I S >LC > , 1 > : 60T0540

580 I FL T$= .. " THEN I FWD$= •• " THEN540ELSE

73(2)

590 I F I NSTR < PC$ , LT$ ) =0THEN540 600 I FLT$= .. ? " THENLT$= .. . ..

6 1 0 I FWD$= .. .. THENWD$=LT $ : GOT0730

620 PS=PS- 1

700 ,

7 1 0 I Put wor d s i n l i n k ed ar r ay

72(21 I 730 WD=- 1

740 I FWD$= 11 i 11 THENWD$= " I 11

750 WD=WD+ l : I FWD >MWTHENWD$ < WD > =WD$ : M W=MW+ l : GOT0770

760 I FWD$< >WD$ < WD > THEN750 . 770 H I =WD/ 220 : LO=WD-H I *220

780 LH$=CHR$ ( L0+32 > +CHR$ ( H I +32 >

790 I S= I NSTR < FO$ < LW , 0 > , LH$ )

800 I F I S=0THENFO$ < LW , 0 > =FO$ < LW , 0 > +LH

$ : F0$ ( LW , 1 > =F0$ ( LW , 1 ) + " 11 : GOT0820

8 1 0 M I D$ < FO$ < LW , 1 > , I NT < I S / 2 ) + 1 > =CHR$

< ASC < M I D$ ( F0$ ( LW , l > , I NT < I S/ 2 ) + 1 ) ) + 1 >

820 LW=WD

830 GOT0530

900 .· 9 1 0 I Pr i n t r esu l t s t ab l e

920 ' FROM > 360 Q"'"T,.,. , , Jtu 940 PR I NT : PR I NT 11 Wor d . Fo l l owed b y < n

Ltmber of t i mes > .. : FORWD=tlJTOMW

950 PR I NTWD ; WD$ < WD > ,

960 FORL= 1 TOLEN < FO$ < WD , 0 > > STEP2

970 PR$=LEFT$ < M I D$ < FO$ < WD , 0 > , L , 2 ) + 11

.. ? ) , ..... 980 NM$=LEFT$ < M I D$ < FO$ < WD , l > , I NT ( L /

2 ) + 1 , 1 ) + 11 11 , 2 >

990 VL$=PR$ : GOSUB 1 1 00 : V2=VL

1 000 VL$=NM$ : GOSUB 1 1 0tll

1 0 1 0 PR I NTV2 " ( " VL " ) 11 ;

1 020 NEXTL : PR I N T : NEX TWD

1 030 PR I NT : GOT0330

1 050 I 1 060 ' SUB > c a l c a c t u a l v a l ue f r om

1 070 ' str i n g r ep r esen t a i on -1 080 ' CALLED BY > 560 , 570

1 090 ,

1 1 00 VL=ASC < VL$ ) -32+220* < ASC < R I GHT$ (

VL$ , 1 ) ) -32 > : RETURN

1 1 50 I

1 1 60 ' SUB > c h oose word p a t h

1 1 70 ' CALLED BY > 1 030

1 1 80 I . 1 1 90 CH$= .. " : FORR= 1 TOLEN < FR$ > : CH$=CH$

+STR I N6$ ( ASC < M I D$ < FR$ , R ) + u 11 ) -3 1 , R > :

NE X TR

1 200 WN=ASC < M I D$ ( CH$+CHR$ < 0 > , I NT < RND

< B > *LEN < CH$ ) + 1 > > >

1 2 1 0 WC=ASC < M I D$ < PS$ , WN*2- 1 > + •• .. > -32

1 220 RETURN .,

1 300 , •

1 3 1 0 ' r ep l y • • • • • • 1 320 I FROM > 370 , 540

1 330 ,

1 340 WC=0 : W=0 : I FPN= 1 0RRND < 9 > > . 9THENW

C=RND < B > *MW

1 350 PS$=FO$ < WC , 0 > : FR$=F0$ ( WC , 1 >

1 360 60SUB 1 1 90 : I FWC=0THEN330

1 370 W=W+ 1

1 380 I FW= 1 THENWP$=CHR$ ( ASC < WD$ ( WC > > +

32* ( WD$ < WC > < > .. I . . > > +M I D$ ( WD$ < WC > , 2 > + ••

11 : PR I NTWP$ ; : I FPRTHENLPR I NTWP$ ; : GOTO 0

1 400 : ELSEGOT0 1 400

1 390 PR I NTWD$ < WC > .. " ; : I FPRTHENLPR I NT

WD$ < WC > .. " ;

1 400 GOT0 1 350

Even if a program knew thousands of contextual possi­bilities, it could encounter one it didn't know, and then what? A more effective, and memory­efficient method, is to begin by programming a few standard concepts, such as "moving", "changing", etc . , then instruct­ing the programme to relate what is said to it, in terms of these basic ideas. "Taking" becomes "moving <object> to <actor's possession>". By learning these'meanings, gra­dually a contextual dictionary is evolved by the computer's own efforts.

Using this method, programs have been written which are capable of translating, para­phrasing, and even summariz­ing, but as yet, none have been written which can be said to truly understand . . . so the prospect of designing artificial intelligence (AI) on an MSX is unl ikelyf Sti l l , it is perfectly possible to write a programme which pretends to be intelligent, with less than 2k of code.

DANI (Dynamic Artificial Non-Intelligence) endeavours to emulate English by analyz­ing the text which is entered from the keyboard , and approx­imating response sentences based on what it learns.

lt works simply by re­membering each separate word, along with a link to the word which followed it on input.

On output it selects each word in turn until it comes to a word which has occurred more than once. From this, it randomly selects one of the patsh to follow and continues output. An example is shown in Figure 1 .

The program begins with absolutely no knowledge of sentence structure, and the only information it gains is through the input. lt cannot distinguish between even sub­tle differences in meaning of the same word, so a good imagina­tion is helpful in interpreting some statementsf

Because you are its only teacher, it is best to form statements clearly and fairly concisely, and because of the way in which it learns, the more that words are repeated in different sentences, the more varied the output wi l l be.

DAN I is chiefly a develop­ment programme, which could be used as a base from which to build perhaps a "Dynamic Artifi­cial Semi-Intelligence" prog­ram, so included with the prog­ram listing is a REM-program explaining some of the more complicated formulae used.

One thing which must be understood, is the fairly un­usual method DANI uses to store word linkages. A square matrix to indicate if each word was linked to every other, would have filled memory ex­ponentially as more words

Page 29: MSX-Computing-Feb-Mar-1987

5 I

1 0 I 20 ' REM-PROGRAMME of DAN I 30 I 200 ' F i r st wor d set t o • < i e : start

of l i ne > w i t h n o l i n k s . 350 ' On a l l but f i rst pass t h r ough , 390 ' @ i s added t o f r ont of TX$ to

i nd i cate star t / end of l i n e . 560 ' Chec k l etter i s one of l egal

st r i ng . 570 ' I f i t i s l egal , the l ower c ase

l etter i s added t o the current word .

600 ' LT$ i s p un c t uat i on mar k . 6 1 0 ' I f WD$ i s empty , tr eat the

pun c tuat i on mar k as a wor d . 620 ' I f WD$ a l ready bui l t up , save

punctuat i on mar k f or next t i me and f l ow t h r ough .

750 ' Step t h r ough WD$ < WD > l oo k i n g 760 ' f or WO$ . 770 ' WD$ < WD > =WD$ . 780 ' Fi nd 2 byt e numer i c al -str i ng

< qv . tex t > of WD . 790 ' I S= f l ag < 0= l i n k non -ex i stent

f r om l ast word to WD$ < WD > , - 1 = l i n k ex i stent > .

800 ' I f l i n k n on -ex i stent then add

l i n k and occurence number < 0 > . 8 1 0 ' L i n k ex i st s : add one t o

occurrence number . 1 1 90 ' CHR$ i s bui l t up f r om :

the number of t i mes a l i n k oc cur s > x < CHR$ of path choi c eR > +etc . wh i c h g i ves c ommon l i n ks

add ed wei ght i n sel ect i on . 1200 ' Choose path number f r om CH$ .

1 2 1 0 ' F i n d actual n umber of wor d c h osen .

134m " On 1 st p ass , or random l y , start f r om a random word .

E l se start f r om a " start i ng "

word . 1 350 ' Choose nex t 1 36(2) " word .

1 380 ' I f i t i s f i r st word of sen t en c e c ap i tal i z e f i r st l et t er i f i t i s not an 11 1 " . Got o 1 400 .

were added, and 90°/o of a two-dimensional array would have remained empty due to pre-dimensioning, so string arrays were used. Strings can be enlarged as more linkages occur, and only take as much storage space as their current length. Obviously, for strings to hold numbers, the values must be converted to ASCI I charac­ters. The drawbacks of these "numerical-strings" are their re­lative complexity, and speed (For those in pursuit of triviali-

ties, one of the slowest animals is the three-toed sloth, or Ai !)

In DANI , WD$(X) contains the separate words as input, and FO$(X,O) and FO$(X, 1 ) record the l inkages, and num­ber of times this l inkage has occured, respectively, in the numerical-string format. For the simplest example see Fig. 2. INPUT: The koala climbed the tree. Note that "@" represents the beginning or end of a line. Full stops, exclamation and ques-

Page 30: MSX-Computing-Feb-Mar-1987

tion marks are treated as sepa­rate words. Apostrophes are treated as part of a word, and all other punctuation is ignored. So, from "beg inning of sent­ence", DANI can go to WD$(1 ) , ie: "The", then to WD$(2) or WD$(4), ie: "koala" or "tree".

FO$(X,O) is the number of possible links in the form of two-byte strings added together in series. Actual value = asc (1 st byte of string) - 32 +

(asc(2nd byte) -32)*220 Therefore: 1 is stored as chr$(33) + chr$(32) or " !" , 4 is stored as chr$(36) + chr$(32) or "$", 220 is stored as chr$(32) +chr$(33) or "!". 32 is added to the character to avoid the EOF character and also because chr$(32) is conveniently equal to <SPACE>.

FO$(X, 1 ) actually equals the number of times the link has occurred minus one, for easier

programming. lt represents numbers similarly to FO$(X,O) although only single bytes, where actual value = asc (byte) - 32.

The position in FO$(X, 1 ) of the byte related to the two-byte string in FO$(X,O) can be found by the formula pos (FO$(X, 1 )) = int (pos(FO$(X,0))/2+ 1 .

As an example of what DANI is capable of, figures 2and 3are a few out-takes from two con-

versations between myself and DAN I .

As you can see, there is plenty of scope for improve­ment. For those who may be interested in implementing them, here are some possibil i­ties.

e Recognition of questions on output. If the text line begins with "Why", "Do", etc. , it can generally be presumed to be a question, and a question mark added to the line. Alternatively, question marks could be added randomly very simply and with reasonable results. e Loading/Saving Options. The generated linked-lists and words could be saved to disk or tape for reloading later, or, more interestingly, DANI could input from a text file of a word processor's, etc . , and then, perhaps generate random stories! e lt may be possible to com­bine DAN I with the method used in ELIZA (qv.) . The sent­ence could be directed along a path choice which leads to keywords appearing in the most recent input line. This may lead to closer relation of input to output, which could be better or worse. e To avoid possible output loops, a check could be made to ensure no path l ink appears twice in one output sentence. e lt may be possible to begin with some basic linkages, such as the conjugations of simple verbs (to be, to have, to go, etc.) lt would be relatively easy to identify pronouns in text, as there aren't too many of them (although recognition of nouns, verbs, and other parts of speech is much more difficult, and not very helpful . ) e If input words were broken into syllables and common suffixes/prefixes recognised, the root word could be used to link, thus creating more link­ages. For example, "do" and "doing" are essentially the same word, and if treated as such, cou Id vary output sent­ences a lot. (An excellent algorithm for finding syllabic structure appeared in "Byte", February 1 986, p224. , by Paul Holzer.)

That should be enough to keep all intrepid Memory Scrunching 'Xplorers busy for a while. Please don't hesitate to contact me with enquiries, comments, or improve­ments . . . and have fun! (The author can be contacted at 19 Warnes Road, Mitcham 3123, Victoria, Australia.)

Page 31: MSX-Computing-Feb-Mar-1987

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Page 33: MSX-Computing-Feb-Mar-1987

Getting Started on your MSX by M Edwardes and A Harris Argus Books £6.95

There have been plenty of books pub­lished which aim to ease people gently into the arcane world of computer program­ming. This one follows the usual route, assuming no technical knowledge and taking the reader step-by-step through the various areas of Basic.

Published by Argus, a strap on the front cover proclaims the book's allegence to MSX User- a magazine which died some time ago. lt's not surprising, therefore, that the book has a recycled feel to it.

In order to give the book some kind of structure, the listings used in each section build up into a single arcade-style game. This is a useful way of showing how the various commands integrate, but means that individual Basic features may not be fully utilised.

As well as the main program, there is a section of smaller programs at the end which, with a largely dispensible glossary and quiz, feel l ike page fillers.

The book could also have done with more tables and general reference sec­tions. You can get a lot of that type of information from the computer manuals, but it's often badly presented. This would have been an excellent opportunity to bring the most useful data together.

lt's not all bad news. The information is reasonably paced and clearly explained. The listings are dumped straight from a printer - as all good listings should be -and so should work. Taken as an introduc­tory course in Basic, the book works well enough, although it doesn't live up to its claim of revealing the secrets of the MSX

• mtcro. There's nothing grossly wrong with the

book. lt's just that the format and the contents are so familiar - we've seen it all before. However, if you're new to comput­ing it's worth considering along with the several million others of its ilk.

Fun Mathematics on your Microcomputer by Czes Kosniowski Cambridge University Press £6.95

Originally published in 1 983, this book has been repackaged and relaunched by CUP. lt's a book that hits a number of targets. The most obvious one is education, where Kosniowski's light-hearted but thorough approach should make it popular among younger children.

There are also many adults who could benefit from this book. Some wi l l want to refresh their maths memory. Some will want to learn from scratch, in order to be able to use the mathematic principles in their programs. And some wi l l do it just for fun, and as a way of making use of their game-fatigued micros.

The programming is, predictably, in Basic, Kosniowski used an MS-DOS micro to write the book, so the programs are in Microsoft Basic. That makes them very easy to convert to MSX machines. Indeed, many of them will run without any conver-

• SIOn. The layout is good, with program listings

being reproduced, straight from the printer, in an easy to read blue. another thoughtful point is the ring binding, which means the book stays flat when you're copying out the programs.

If you're looking for some intellectual entertainment with your computer, this is a good place to start. And no matter how old you are, you're likely to learn something.

• •

( 1 J

Cambridge Illustrated Thesaurus of Computer Science by Arthur Godman Cambridge University Press £5. 75 We've seen plenty of computer dictionar­ies, but this is the first thesaurus. In this case the distinction is not so great - the thesaurus structure consisting mainly of copious cross references and the breaking down of entries into general categories, rather than a straightforward alphabetical order.

That's not really a criticism, however. Indeed, there are very few things to dislike about this neat little book. Within its 260-odd pages you'll find most computer subjects covered, with most pages having several i l lustrations.

The cross referencing is confusing at first. Even within each section you'll find the individual entries are not in alphabetic order. Instead, entries which refer to each other, or which cover similar subjects, tend to be grouped together. You find the initial entry by looking in the index.

As well as Qeople who just like to keep up with the world of technology, the book will appeal to students who need concise definitions of some of the more obscure terms.

The one draw back is that, as with any book of this sort, it goes out of date very quickly. This is a re-issue of a book first published in 1 984, and there are notice­able gaps. for example, we could find no reference to CD-ROMs.

One of the best things about this book is the price. At £5.75 for a hardback, on good paper and plenty of colour i l lustrations, it's a bargain .

Books like this make excellent presents, although it's probably a trifle late for Christmas (or very early, depending on which way you look at it). So if you need or want to find out what a Schottky barrier diode is, or what you can do with zero suppression, you'll just have to buy the book yourself.

Page 34: MSX-Computing-Feb-Mar-1987

9

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Page 35: MSX-Computing-Feb-Mar-1987

�CNE WAY

• • • •• •' , ":··· '• ' • � ·· � .

'lHE 0 1.0 UPPER Ml\ZE

Intrepid reader and hero S P Kowalski has mapped the way through the mazes of Finders Keepers

� CNE WAY

• • • • • •• • .. • • • • 4 •• • • ---�·· .. . .. . . . .. :. � .. . •• • • • • • • • • · - · · · ·· . . • • • • •• • . : �

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u 13 14

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Page 36: MSX-Computing-Feb-Mar-1987

,

ne shortcoming of e MSX computer

standard becomes apparent when you switch on any 64k RAM model. Most MSX machines are fitted with 64k RAM as standard, but less than half of this is available to the Basic programmer.

All 8-bit computers can ac­cess a total of 64k, unless they resort to tricks, so the lower 32k of RAM is switched off to make room for the 32k ROM. There are routines present in the ROM to enable the lower 32k of RAM to be used, but these routines can only be accessed from machine code programs.

Ever wondered where the rest of your memory went? Richard .

Amy investigates

When writing programs which use large arrays, or contain many long strings -like location descriptions in adventure games or sprite de­finitions in arcade games -the unavailability of half of the memory can be a serious l imitation.

The program described in this article gives the program-

mer access to the additional RAM directly from Basic. By using this utility, string and numeric data can be stored in and recalled from the lower memory area and saved to, or loaded from tape.

The utility treats the 32k block as three separate areas. The first is a storage space for strings and will hold up to 1 1 0

• • • • .«

.. . •

• .. . . ..

• •

• •

strings, each of 255 characters (the maximum string length allowed by MSX Basic). The second and third areas are used to store numeric values, and each may hold 256 num­bers whether they are in inte­ger, single precision, or double precision form.

The additional storage can be regarded as one string and two numeric arrays, just as would be set up in Basic by the command:

DIM A$(1 09) ,8(255) ,C(255)

The pseudo-arrays set up by this utility will be accessed by the USA command rather than

Page 37: MSX-Computing-Feb-Mar-1987

the usual array commands. What's more it isn't necessary to use a DIM command to initialise the arrays.

The first step is to type in the Basic program (figure 1 ) which will create the machine code util ity called 'Ram mer'. Type in the program and save it to tape

before running it, in case you have made any fatal errors.

Once saved to tape, run the program. If you have typed in the listing without any errors you wil l eventually be prompted to put a fresh cassette tape in your recorder, set the machine to record, and then hit RE-

TURN. This will save Rammer to tape for you.

If you have made any errors when typing in the data, the computer will do its usual trick and stop, telling you which line contains the error. For this reason it is important to type in the program exactly as printed

in figure 1 . Rammer is just under 1 .25k

in length and is located at the end of the usable upper RAM area. Once the program has been created and saved to tape, press the reset button to clear the computer, or switch off and on again. Rewind

Page 38: MSX-Computing-Feb-Mar-1987

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USES NO PROGRAM MEMORY. SOUND OUTPUT THROUGH T. V. SPEAKER.

CARTRI DGE £24.95

ESSENTIAL TAPE. UTILITIES COPIES MOST MSX CASSETTE TAPES.

CATALOGUES ALL FILES ON TAPE. WORKS WITH SAVED, BSAVED, CSAVED, AND EVEN HEADERLESS FILES.

CASSETTE £4.95 Allow 10 days delivery on cartridge. All prices inclusive. Cheque or P.O. to:

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Adv-anced Games Master features include, fu l l speed adjustment, frame by frame advance, up to 99 l ives, any level restart.

Please Note ; Games Master is not compatible with all Konami MSX games. For further information please telephone us.

Page 39: MSX-Computing-Feb-Mar-1987

the cassette containing Rammer and type CLEAR1 000,&hEEAF. Press RETURN then type BLOAD"CAS: RAMMER" ,R and press RETURN. Now press Play on your cassette deck to reload.

Rammer will initialise itself upon loading, so that although the program extensively uses the USA command it is not necessary to use the DEFUSR command prior to use.

To ensure that Rammer is working , try the following short test. Type:

A=USR6 (Oo/o) :A$=" TESTED O.K." :A$ = USR7 (A$) :A$=""

and press RETURN, then type:

PRINT A$

fol lowed by RETURN. Nothing should be printed. Now type :

A$=USR8 (0°/o) :PRINT A$

and press RETURN. If Ram­mer is working properly you should see "TESTED O.K." printed. The string "TESTED O.K." is now stored in the lower 32k RAM.

Now that you have Ram mer loaded and working, type in the program in figure 2. This pro­gram sets up a number of functions which allow Ram mer to be used easily from Basic. When writing any software which is to use Rammer, this listing should be added as the first few lines of your own program.

The commands for Ram mer are as follows, Z$ and Z are dummy variables which are included to keep the syntax of the Rammer commands cor­rect. These variables shou Id not be used to hold values in your own program and should be considered as holding 'non­sense' values.

The variable S$ represents any string or string variable which you wish to store or retrieve. Similarly N represents any number, numeric variable or expression which you wish to store or retrieve. X represents any number, numeric variable or expression to indicate the required position in the array.

To store string S$ at position

�-;!(:�·;i:· lN :RECORDER •• 0 .f·· O t.f CASSFrTE•• . .,� ;pn.V'B 'RAMMER, u ·( '" L=*

7't , &�05C

X in the string array, follow this Try this example: format:

Z$=FNP$ (S$,X)

To retrieve the string at position X and assign it to S$, use:

S$=FNG$ (X)

Or to PRINT a stored string:

PRINT FNG$ (X)

To store N at position X in the first numeric array:

Z=FNP1 (N,X)

To retrieve the number at position X in the first numeric array and assign it to BANANAS:

BANANAS=FNG1 (X)

To store and retrieve from the second numeric array simply substitute P2 for P1 , and G2 for G 1 in the above expressions.

Z$=FNP$ COMPUTING" ,0) PRINT FNG$(0)

("MSX

For the string array, the position in the array (repre­sented by X in the examples) can be any value between 0 and 1 09.

For the numeric arrays, the position in the arrays can be any value between 0 and 255.

The 32k block of RAM can also be saved to, and loaded from tape. To SAVE with file­name FRUITS: Z$=FNS$("FRUITS")

or

A$="FRUITS": Z$=FNS$ (A$)

To LOAD a previously saved file called APPLES:

Z$=FNL$("APPLES")

or

A$="APPLES": Z$=FNL$ (A$)

·To LOAD the first file found on tape use:

Z$= FN L$(" ")

In this case, Z$ will then contain the filename of the first file found on the tape.

The 32k is saved to tape in two 1 6k blocks. These large blocks require a total of about five minutes of tape so take care that you have plenty of room on the tape when saving a file.

During the saving and load­ing routines there is a 1 0 second pause after each 1 6k block so don't be alarmed if the tape stops and nothing appears to be happening.

The CTRUSTOP break faci l­ity has been disabled during saving to ensure that nothing happens to interrupt the saving process. So it's wise to save the file to tape only when you are sure that you are ready, or you'll have to wait for five minutes until you can regain control of the computer.

The tape files can only be reloaded using Rammer, and will not be recognised by any of the usual MSX tape com­mands. This will give you security for your saved data.

The program in figure 3 is included to enable you to reconfigure Rammer to your own requirements. If you feel that you will not require the numeric arrays, or that your maximum string length is likely to be less than the standard 255 characters, you can reconfi­gure Rammer to store a larger number of strings. However, the maximum number of strings that may be stored, regardless of how short they are, is 255.

Ram mer does NOT clear the lower RAM at any time so that any unused array areas may hold data and should not be assumed to contain either empty strings or zeros.

Should you need to use the USA command for calling other machine code routines, you should use DEFUSR =&HFO 5C: Z=USR (0) to restore the Rammer USR addresses be­fore attempting to use any Rammerfacilities. •

Page 40: MSX-Computing-Feb-Mar-1987

,

QUICKSHO 11

ONLY £5. 99 GAMES NEMESIS . . . . . . . . . . . . . . . . . . . . . . . . . . . . Cart £14.75

HYPER RALLY . . . . . . . . . . . . . . . . . . . . . . Cart £14.75 ROAD FIGHTER . . . . . . . . . . . . . . . . . . . . . Cart £14.75 GOON I ES . . . . . . . . . . . . . . . . . . . . . . . . . . . . Cart £14.75

KNIGHTMARE . . . . . . . . . . . . . . . . . . . . . . . Cart £14.75

GREEN BERET* . . . . . . . . . . . . . . . . . . . . . Cart £14.75

JAIL BREAK* . . . . . . . . . . . . . . . . . . . . . . . . Cart £14.75

MEANING OF LIFE . . . . . . . . . . . . . . . . . . . . . . . . . . . . £7 .50

FUZZBALL . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . £1.50

APE MAN STRIKES AGAIN . . . . . . . . . . . . . . . . . . £7.50

CONFUSED . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . £8.25

CHOPPER 1 * . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . £7.50

STAR WARS* . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . £7 .50

FRONT LINE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . £3.89

MSX ARTIST . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . £3.89

DEVS EX MACHINA . . . . . . . . . . . . . . . . . . . . . . . . . . . £7 .95

STAR QUAKE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . £7.95

WIZARDS LAIR . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . £7.50

VERA CRUZ . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . £8.75

PRICE OF MAGIK . . . . . . . . . . . . . . . . . . . . . . . . . . . . . £8.75

SPEED KING . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . £1 .99

VAMPIRE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . £1.99

PRO SNOOKER . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . £1.99

COMPUTER HITS 3 . . . . . . . . . . . . . . . . . . . . . . . . . . . £8. 75

FIVE STAR GAMES . . . . . . . . . . . . . . . . . . . . . . . . . . . £8.75

·AVENGER . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . £8.75

BOARDELLO . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . £2.89

CASTLE BLACKSTAR . . . . . . . . . . . . . . . . . . . . . . . . . £6.75

CHICKEN CHASE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . £2.89

SUPERCHESS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . £8.25

INHERITANCE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . £8.75

WAY OFTHE TIGER . . . . . . . . . . . . . . . . . . . . . . . . . . £8.75

TURBO BASE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . £4.75

DONKEY KONG . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . £7.50

SILICON DREAMS . . . . . . . . . . . . . . . . . . . . . . . . . . £12.95

TRAILBLAZER . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . £7 .25

PRINT X-PRESS . . . . . . . . . . . . . . . . . . . . . . . . . . . . £22.95

SCRABBLE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . £8.75

CLUEDO . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . £8.75

MONOPOLY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . £8.75

GUNFRIGHT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . £8. 75

DAMBUSTERS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . £8.49

FUTURE KNIGHT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . £7.25

DYNAMITE DAN 1 . . . . . . . . . . . . . . . . . . . . . . . . . . . . £8.75

SOFTWARE NORTHAM PTON'S MSX SPECIALISTS

FOOTBALLER OF THE YEAR . . . . . . . . . . . . . . . . . £6. 75

ICE KING . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . £6. 75

MSX CLASSICS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . £8. 75

MSXTRA . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . £8. 75

JEWELS OF DARKNESS . . . . . . . . . . . . . . . . . . . £12.95

GAUNTLET . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . £8.75

NIGHTSHADE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . £8.75

INTERNATIONAL KARATE . . . . . . . . . . . . . . . . . . . £7.50

MANDRAGORE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . £12.95

BRIDGE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . £11.50

CYBERUN . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . £8. 75

SUPERCYCLE* . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . £8. 75

WINTER GAMES* . . . . . . . . . . . . . . . . . . . . . . . . . . . . £8.75

ZOOT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . £2.89

WINTER OLYMPICS . . . . . . . . . . . . . . . . . . . . . . . . . . £2.89

TURMOIL . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . £2.89

SAM FOX STRIP POKER . . . . . . . . . . . . . . . . . . . . . £8.25

SORCERY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . £8.25

LEADERBOARD * . . . . . . . . . . . . . . . . . . . . . . . . . . . . . £9.25

TIME TRAX . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . £2.89

TASWORD . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . £12.95

MSX TEXT (W.PRO) . . . . . . . . . . . . . . . . Cart £44.95

HOME BUDGET . . . . . . . . . . . . . . . . . . . . . . . . . . . . . £13.50

WORD PRO (KUMA) . . . . . . . . . . . . . . . . . . . . . . . £27.95

DATABASE (KUMA) . . . . . . . . . . . . . . . . . . . . . . . . £18.50

SPREADSHEET . . . . . . . . . . . . . . . . . . . . . . . . . . . . . £27.95

____...- PRO SNOOKER

£ 1 .99

BOOKS MSX RED BOOK . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . £8.50

IDEAS FOR MSX . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . £6.50

BEHIND THE SCREENS MSX . . . . . . . . . . . . . . . . £8.50

PROGRAMMING IN MSX BASIC . . . . . . . . . . . . £7 .50

STARTING WITH THE MSX . . . . . . . . . . . . . . . . . . £5.50

ACCESSORIES C15 DATA CAS SE I I ES, 10 Pack . . . . . . . . . . . . £4.49

HEAD ALIGNMENT TAPE KIT . . . . . . . . . . . . . . . . £4.95

SAMSUNG 14" TV . . . . . . . . . . . . . . . . . . . . . . . . . £155.95

DATA RECORDER (Cheetah) . . . . . . . . . . . . . . £24.50

JOYSTICKS CHEETAH 1 25 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . £6.79

CHEETAH MACH 1 . . . . . . . . . . . . . . . . . . . . . . . . . . £13.49

COMP PRO 5000 . . . . . . . . . . . . . . . . . . . . . . . . . . . £13.95

QUICKSHOT 1 1 . . . • . . . . . . • . • . . . . . . . . . . . . . . . . . • . . £5.99

QUICKSHOT TURBO . . . . . . . . . . . . . . . . . . . . . . . . £12.25

KONIX SPEED KING . . . . . . . . . . . . . . . . . . . . . . . . . £10.75

*CONTACT FOR RELEASE DATE

--------------------------------------------� A·Z SOFTWARE Tel : (0604) 24380 1 74 KETTERING ROAD, NORTHAMPTON NN1 4BE

MANY OTHER TITLES AVAILABLE- SEND SAE FOR FULL LIST --------------------------------------------------------------------

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JAILBREAK (�801S N I .:1 1 )

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Add re ss . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . I I I I I I I I I I I I I I I I I I I I I I I I I I I I I I I I I I I I I I I 1 1 1 1 1 1 1 I I I I I I I I I I I I I I I I I I I I I I I I I I I I I I I I I I I I I I I I I I I I I I

MSX.121X7

TH ERMAL PRINTERS £90 NEW RELEASES COM ING SOON StJH VG NIHliM H�l\fdS30 Archers m �-£-1 5

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OFTWARE-

TRAVAGANZA

Page 41: MSX-Computing-Feb-Mar-1987

.. ���============================================================= � � ��=====================================�

All the latest MSX software reviewed in our usual format to help you spend your hard-earned money wisely. In addition to our detailed description of each program we use a star rating system, evaluating games on g raphics, sound, value for money and our overall verdict. Where a

rating is not appl icable use of sound in a wordprocessor, for inst­ance, the rating is g iven as N/ A.

Just flying an aeroplane of the size and vintage of a Lancaster bomber is very much a team effort. A successful precision bombing operation against a heavily de­fended target used to involve all seven crew members in some pretty heavy workloads, so it is little surprise that US Gold's MSX version of the Dambusters raid is one of the most complicated games you are likely to encounter.

You only have one pair of hands, and only one computer screen, so to carry out a mission you have to flick between up to seven different displays. In the earliest stages of flight the positions of engineer and pilot are of most concern, but the navigator's duties soon become important and once you are over enemy territory the various gunners come into play to deal with enemy night­fighters, barrage balloons and searchlights.

There are two levels of difficulty. The higher level gives you extra responsibi l ities by including a supplementary engineer's panel, and by making you start the raid from your home airfield rather than putting you straight into cruising flight.

You might think that changing your role from pilot to navigator to gunner all the time gives you unparalleled opportunities to mess things up - flying straight into the ground while gazing out of the tail turret, for instance. This is prevented by a system of

STAR RATINGS * Not worth the trouble * * Acceptable, but noth ing exciting * * * One of the best

warnings. Each crew station is selected by a different number key and when a particular station needs attention its number appears at the top of the screen. When two or three of these warnings light up simultaneously, then you have a problem.

Let's get one thing clear-this is neither a faithful flight simulator nor a simple shoot­em-up arcade game. The flight controls follow the basic principles of aviation but the reactions of the aeroplane are far from realistic.

However, teaching people to fly a real Lancaster was never the aim of the programming team. Quite properly they are concerned with giving the player a challeng­ing and enjoyable game, and sitting still following a course to Germany for four hours does not really come under that heading. Fortunately a quick glance at the navigator's moving map display reveals that the aircraft is tearing around the countryside at many times its theoretical cruising speed.

Once you find an enemy hot-spot the sound and graphics become very good indeed. Flying into the teeth of enemy guns is actually quite frightening, and the sudden blinding effect of a searchlight beam is a better laxative than prune juice. We never managed to get through to the dam itself for the final attack, but we're going to keep on trying.

� .

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........ t '""'f I " liittlllll UM ��� -..:1 r.

... SPECIFICATIONS OF THE lAIICASUII MK Ill -· .... ... ... , """. �tlU••e l '"' • .....

SUPPLIER: US Gold

r

TYP E : FORMAT :

(021 ) 356 3388 Simu lation Cassette/disk

GRAPHICS * * * SOUND * * * VALUE * * VERDICT * * *

Page 42: MSX-Computing-Feb-Mar-1987

.a .: ��============================================================= � ar ��-------------------------------------�=-�-=�==��-=���� .. -�------------------------------------� --��.

SUPPLIER : Bubble Bus Software

TYPE: Arcade FORMAT: Cassette RAM NEEDED : 64k

GRAPHICS * * * SOUND * * VALUE * * VERDICT * * *

Yet another title that shows the MSX is every bit as good as the Spectrum when it comes to fast-action graphics games. After the recent and excellent Starquake, Bubble Bus has now converted one of its previous Spectrum titles, Wizard's Lair, which is along the lines of earlier U ltimate efforts like Sabre Wulf.

lt's far from being a simple copy of that excellent arcade-adventure, just that Wizard's Lair uses the same bird's-eye view of the action - and no, we don't mean the graphics all look l ike fish fingers. The graphics are first rate, especially our hero, Pothole Pete, who in his foolishness has stumbled into the Wizard's Lair while trapped in an underground cave. The Lair is a massive subterranean network of inter­connecting caves, rooms and passages ­Bubble Bus don't say exactly how many screens there are, probably in an attempt not to discourage us before we start, but it's safeto saythat formappingyou'll need to lay in a goodly supply of wallpaper and biros.

Pete's way out of this mess, for reasons best known to the programmer, is to collect the four pieces of the Golden Lion that are scattered about the screens. To quote from the cassette cover: "There are many items and strange creatures to help and hinder Pete in his quest to escape." You can say

that again, strange indeed is the word: skulls, spiders, snakes, knights, execution­ers and generally indefinable thingies.

You do get some weapons to hurl about the screen, and you'll need them as the monsters come at you from every direction. The first screen only has one exit, so you head for that throwing weapons like a mad thing, and that's when the mapping and pause function become essential, as further screens usually have two or three doors to escape through.

There are diamonds, wings, bits of armour and other goodies to collect as you hurtle through the rooms scattering mayhem and destruction, though quite why you're collecting them is not made clear. You can pick up extra weapons and lives, too, and every once in a while perhaps a spell that gives you a chance to trade in your accumulated gold for more weapons, dia­monds, energy, or whatever you fancy.

Magic lifts and wardrobe lifts transport you between the seven levels of the lair, there are joystick and keyboard options, a high-score table, smooth if furious action, and the only slight disappointment was the rather repetitive sound effects. Games may have come on in terms of sophistication since Wizard's Lair first appeared - but who wants sophistication all the time?

Sound and graphics ratings look a little poor at one star each, but there's very little of either in this mainly text-based simulation which turns you into a soccer player rather than the more usual club manager. Instead of worrying about your squad of players and falling attendances, you just worry about your own state of health and you must never forget that this game's all about putting the ball in the back of the net, Brian.

You can choose to start the game in any of the four English leagues, or in a European Super League, but remember that it's tough at the top and you stand more chance of achieving the accolade of Footballer of the Year if you start at the bottom and work your way up.

Before each game, you're given the chance to add to your stock of Goal Cards (at a price) and if you play one of these when the game comes round you're allowed to show your goal-scoring prowess. To describe these sections as arcade sequences is laughable, as you're presented with a head-on shot of the goalmouth and you simply press the fire button and try to influence the ball in flight by moving your joystick one way or the other. I say 'try to' because it doesn't always seem to work, and the degree of control you have is minimal. You sit and watch as the ball veers wide, or the goalie saves it, or maybe you even score.

I

SUPPLIER: Gremlin TYPE: Simu lation

The game has those trendy icon controls, the graphics for these being superbly done - what a pity that didn't extend to the brief action sequences. Before we get to the game (and football's all about 90 minutes, John), you can examine your own status, that of the team you're playing for, chance your arm in the transfer market (best to wait till you're more than just an average player for this) or risk an incident - you pay for these out of your bank balance, and they can be very lucrative or disastrous. A good day at the races can be wiped out by burglars nicking your stereo.

Thrills over, the game results are printed out teleprinter fashion (very well done, too) and you toddle off into the next week's set of icons. From time to time progress is halted by an ' Incident! ' , but the range of these is very smal l and usually it's a message telling you you've not been transferred or picked for your country this week. Sometimes the 'Incident!' interruption is fol lowed by a message telling you that there's no incident this week, which seems a bit silly.

Despite the moans, the game could be quite absorbing if you're a football freak. In other words, some punters wil l be over the moon, and others sick as a parrot, Brian.

FORMAT: Cassette RAM N EEDED : 64k

GRAPHICS * SOUND * VALUE * * VERDICT * * ·

Page 43: MSX-Computing-Feb-Mar-1987

You think you've got problems? Well. � remember when a bank turned me

down for a $200 loan. Now I lend money to the bank - Certificates of Deposit at $1()().()()() a crack.

I remember the day a car dealer got a little nervous because I was a couple of months behind in my payments - and repossessed my car. Now I own a Rolls Royce. I paid $43.(0) for it - cash.

I remember the day my wife phoned me. crying. because the landlord had shown up at the house. demanding his rent - and we didn't have the money to pay i t .

Now we own five homes. Two arc on the ocean front in California ( I use one as my office) . One is a lakefront "cabin

.. in

Washington (that's where we spend the whole summer - loafing, fishing. swimming. and sailing). One is a condominium on a sunny beach in Mexico. And one is snuggled right on the best beach of the hest island in Hawaii - Maui.

Right now I could sell all this property. pay off the mortgages - and - without touching any of my other investments - walk away with over $750,()()() in cash. But I don't want to sell. because I don't think of my homes as "investments." I've got other real estate -and stocks. bonds. and cash in the bank - for that.

I remember when I lost my job. Because I was head over heels in debt. my lawyer told me the only thing I could do was declare bankruptcy. He was wrong. I paid off every dime.

Now. I have a million dollar line of credit: but I still don't have a job. Instead. I get up every weekday morning and decide whether I want to go to work or not. Sometimes I do­for 5 or 6 hours. But about half the time. I decide to read. go for a walk. sail my boat. swim. or ride my hike.

I know what it's l ike to be broke. And I know what ifs like to have everything you want. And I know that you - like me - can decide which one it's going to be. It's really as easy as that. That's why I call i t '"The Lazy Man's Way to Riches."

So I'm going to ask you to send me

PROOF! Don't take my word for it. These are excerpts from articles in newspapers and magazines: Time:

He only works half the year in his stunning office on California\ Sunset Beach. and even when he's there he puts in short hours . . . I n other words. Joe Karbo. 4H. is the prototype for. . . "The Lazy Man's Way to Riches.'

Boston Herald-American: The book has drawn hundreds of

letters from persons who have profited by it. . .

Los Angeles Herald-Examiner: An unpretentious millionaire. Joc

Karbo of Huntingdon Harbor ts a vihrant. living testimonial to his intellectual. pragmatic conviction.

Money Making Opportunities: Maybe Joe Karbo has the secret .

Don't you think you owe i t to yourself to find out what i t is all about? . . . I just finished it - and I'm off on a vacation myself. Get the idea?

something I don't need: money. £10 to be exact. Why? Because I want you to pay attention. And I figure that i f you've got £ 10 invested. you'll look over what I send you and decide whether to send it back . . . or keep i t . And I don't wam you to keep it unle�s you agree that it's worth at least a hundred times what you invested.

Is the material "worth" £ 10? No - i f you think of it as paper and ink. But that's not what I'm selling. What I am selling is information . More information than I give when I'm paid $ J ()()() as a guest speaker. More information than I give in a one-hour consultation for $JOO.

But you're really not risking anything. Because I won't cash your cheque or money order for J l days ajier I've sent you my material. That's the deal. Return it in 3 1 days - and I'l l send back your cheque or postal order - uncashed.

How do you know I' l l do i t? WelL if you really want to be on the safe side. postdate your cheque for a month from today - plus 1 additional weeks. That'll give you plenty of time to receive it . look it over. try it out .

I know what your thinking: "He got rich telling people how to get rich .

.. The truth is­

and this is very important - the year hcforc I shared ''The Lazy Man's Way to Riches:· my income was $2 16.646. And what I ' l l send you tells just how I ma<.Jc that kind of money . . . working a few hours a day . . . about H months out of the year.

lt doesn't require :·c<.Jucation ...

I'm a high school graduate.

I t docsn 't require ··capital." Rcmcmhcr I was up to my neck in debt when I started.

I t doesn't require "luck." I've had more than my share. But I'm not promising you that you '11 make as much money as I have. And you may do better. I personally know one man who used these principles. worked hard. and made 1 1 million dollars in X year�. But money isn't everything.

It docsn 't require "talent. ..

Just enough brains kl know what to look for. And I'll tell you that.

It doesn't require "youth ...

One woman I worked with i� over 70. She's travelled the world over. making all the money she needs. doing only what I taught her.

I t doesn't require "experience." A widow in Chicago has hccn averaging $25 JK)() a year for the past 5 years. using my methods.

What doe� it require? Belief. Enough to take a chance. Enough to absorb what I'l l send you. Enough to put the principles into action. I f you do ju�t that - nothing more. nothing less - the results will be har<.J to believe. Rcmcmhcr - I guarantee it .

You don't have to give up your job. But you may soon be making so much money that you'll he ahlc to. Once again - I guarantee i t .

I know you 're �ccptical. Well. here arc some comments from other people. ( Initials have been usc<.J to protect the writer's privacy. The originals arc in my files.) I 'm sure that, like you. these people didn't believe me either when they clipped the coupon. Guess they figured that. since I wasn't going to deposit their cheques for at least 3 1 days. they had nothing to lose.

They were right. And here's what the_v gained:

'Thanks to your method I'm a haJf millionaire' "Thanks to your method I grossed about $5()().()(X). Would you believe last year at this time I was a slave working for peanuts?"

G . C' . , Toronto. Canada.

'$24,000 in 45 days' " . . . received $24.()()().00 in the mail the last 45

days. "Thanks again."

Mr. E . G . N . . Matcwan. W.VA • Made enough to retire at 41' " I f it hadn't happened to me. I wouldn't have believed it . . . A few years ago. I had nothing to lose. I wa� uncmpl\>ycd and broke .

..

"Now. thank� to you and the ' Lazy Man\' program. I have made enough money (at age 4 1 ) to retire in style.

R.A . . Huntingdon Beach. Calif. 'There's no stopping me' "Since I've got your ( Lazy Man\ Way to Riches) in July. I've started 4 companic� . . . there's no stopping me and I'm so high I need chains to keep me on the ground."

M .T.. Portland. OR •wow. it does work!' "Oddly enough. I purchased Lazy M.m\ Wav to Richc� some �ix months a1!o. or �o. . ... read i t . . . and really did nothing about i t . Then. about three weeks ago. when I wa� really getting desperate about my financial situation. I remembered i t . re-read i t . studied i t . and thi� time. put i t to work and WOW. it doe� work! Doesn't take much time. either. . . I guess some \lf us just have to be at a severe point of desperation hcforc we overcome the ultimate lazincs�.

. . ,._ procra�tmatu.m.

'Made $70,000' Mr. J . K . . Anaheim. CA

"A "$70.()()() thanks to you for writing The Lazy Man's Way to Riches. That's how much I've made . . . " I use this extra income for all of the good things in life. exotic vacations. classic automobiles. etc. Soon I hope to make enough to quit my regular job and devote full time to making money the easy way . . . "

Mr. D. R . . Newport Beach. CA '$260,000 in eleven months' '"Two years ago. I mailed you ten dollars in sheer desperation for a better life . . . One year ago. just out of the blue sky. a man called and offered me a partner'lhip . . . I grossed over $260.()()() cash husincs� in eleven months. You arc a God sent miracle to me."

B . F . . Pascagoula. Mi��.

• •

'Steadily upward ever since' "I ordered Lazy Man\ Way to Riches in June . . . hy September. my career wa� launched and has gone steadily upward ever . .. smcc.

Mr\. B . A . . Walnut Creek . CA

'$7 ,000 in five days • " Last Monday I used what 1 learned on page H3 to make $7.000. I t took me all week to do it . hut that's not bad for five day\ work."'

M . D . . Topcka. Kan�a...,

What I 'm saying is prohahly contrar} to what you've heard from your fncnd\. }OUr family. your teachers. and maybe ever� one else you know.

I can only a�k you one quc\tton. Ho\\ many of them arc millionaire�'!

So it\ up to you. A month from today. you can he nothing

m\)rC than JO days older - or you can he on your way to getting rich. You d�cidc.

The wi�cst man I ever knew told me something. I never forgot: "Most people arc too husy earning a living to make .an� money:·

Don't take a� long a� I did to find out he was ri1!ht. ...

I ' l l prove it to you . if you'll �end in the coupon to my puhlishcr now. I'm not asking vou to "believe" me. Just trv i t . I f I 'm wron1!. - - �

all you've lost i.., a couple of minute� and a postage stamp. But what if I 'm right'!

Some lwn• called if a Miracle. Some lwn· called it Ma�ic. You 'll call it .. The Secret l�{thl' A�es . . .

As for me. I 1/umk God thlll hefore he died Millionaire Joe Karho le/i. (or all w share. the secret of' " The Lazy Man\ Way to Riches. ··

The ahm·e .\tory. l1·hich i.\ in his own u·ord\, is his gift to you.

Sworn Statement: "On the basis of my profcssiondl

relationship as his accountant. I certify that Mr. Karho \ net worth is more than one milhon dollar� .

..

Stuart A. ('ogan ...

r - - - - - - - - - - - - - - - - - - - - - , I Chartscarch Ltd.. I 1 1 Blomficld Street.

1 London EC'..,M 7 AY I I You may be full of bean�. but what have I got to lo�e? Send me the Laz'; Man\ 1 Way to Richc�. Bw don'1 depo.\it my dreq11e or poswl order f(Jr at /ea.\/ 3/ da.n ·a/la 11\ I in the mail. If I return your material - for anv rca�on w1thin that time. return m\ I I uncashcd chcq uc or po: ... ta I order to me. · · I I 0 On that h«•sis. here\ my £ 10 • 0 Please charge my credit card. I I A/C N umhl.'r ( 1\n:l''.JVi ... ai DinL' r' 1\ m I.'\) I I I I I I I I

,.. , ,.,I ------------------------------------------------------------------- � Ne� m.:

� I ----------------------------------------------- � 1 ----------------------------------------------- � 1 ..J

---------------------------�---------------------- v'z� l Cm\.'

: Signed D.ttl' �I I PJca,l' allow I 0� 1 14-21 <.lay'

L MSX rEB/MARCII "X7 for tlclivcry �I - - - - - - - - - - - - - - - - - - - - -

Page 44: MSX-Computing-Feb-Mar-1987

.. .. - -

lt' s hard to see how this was declared a "Blitz" game by Computer and Video Games, and "The perfect budget game" by Popular Computing Weekly, unless it's lost something in the conversion to MSX. lt seems to us a very ordinary game indeed, which has its good points, but these are far outweighed by its general slowness and lack of playability.

back and forth between spaces, as well as fly them down to the next level. Unfortunate­ly he can't go back up again, except the first time he reaches the bottom level when he can sink off the screen and reappear at the top again. The second time he tries that, the game starts over, so whatever he has to do has to be done on two passes through the screen.

The loading screen has some cute animation, with a flickering red tongue like the Spitting Image puppet of Prince, but the speech is almost indecipherable.

On the first one Zoot just has to hit the baddies which causes them to disappear. Time your punch wrongly, or let a creature catch you, and Zoot's suit is a wooden overcoat.

SUPPLI ER: Bug-Byte TYPE: Arcade FORMAT: Cassette RAM N EEDED: 64k

GRAPHICS * * SOUND *

The idea of the game is that you control Zoot, who's lost his marbles. Literally, that is, as they've fallen down the drain. You must take Zoot down into the various screens making up the drain and regain hi� marbles for him. Control is by joystick or keyboard, with 0 and P for left and right, Q to punch and A to move down. What, no movement up? That's right, as this is a one-way journey down successive screens from top to bottom til l Zoot and marbles are reunited.

The game-play's a little hard to describe.

Second screen is where our problems arose, as here you have to try to move back and forth on the ledges to isolate the eight baddies on individual ledges, where they promptly die. No good punching them, you can't complete the screen that way. Now it's not very often we stick our neck out on a game and say this, but in our view some of these second screens (which come up in a random layout each time) are impossible to get through with only two attempts.

VALUE * * VERDICT *

In the first screen Zoot starts on the top level of a series of four platforms, with what look like gigantic cross-eyed Space Invaders moving back and forth on each level. Platforms are made up of ledges and spaces, and Zoot can move some ledges

No doubt later screens, which are said to contain combinations of the punch/isolate/ pick up marbles variations, are stunning and exciting beyond belief, but we wouldn't put money on it. There isn't even a high-score record.

This is more like it, this is what they want, with a zap and a pow and let's go leaping over spiders and collecting keys and finding secret locks and picking up chickens and avoiding getting the candle flames under the bum which diminish the energy, as well they might.

Now let's calm down a bit and try and describe this game in terms other than brill and wow and stuff like that. The year, according to the cassette inlay is 2987, and this game is also MSX2 compatible - do you think the two can be linked in any way? lt seems that earth at this juncture is ruled by our friend Count Dracula, and you play Brok the Brave, from the planet Hawkland, sent down to liberate us from the creepy count.

The quest wi l l take place in the 95 rooms of the Count's castle, these being divided into two main areas, the underground, which is excessively dangerous and ful l of traps and nasty creatures, and the surface, which isn't quite so friendly.

The controls are the usual left/right/fire, though as yet we haven't found anything to fire with, only a constant stream of arrows firing at us from all sides and at all heights. In addition Brok the Brave can jump around a bit, an upward move of the joystick (or up cursor) providing him with a long jump, and downward move (or cursor) with more of a

short hop. The different types are essential to jump up to the various platforms on each screen that enable you to either get out of the way of the various nasties, keep out of firing line of the arrows, reach objects, chickens, keys and other assorted items, or simply just to get through the screen to an exit.

You can also pause the game just to get your breath occasionally, or quit altogether, which is necessary on occasion as you can sometimes tumble into impossible predica­ments.

Your main character leaps around looking not unlike the hero from Mastertronics' Knight Tyme games, to which this bears more than a passing resemblance, or alternatively you could describe Brok as looking like Snoopy in scuba-dive gear.

The sound of Vampire is the only thing that's a bit disappointing, with the constant 'ping' getting on your nerves, but the graphics are good and it definitely rates high on the old addiction scale. The temptation to press Fire to start again the minute you're dead (as you are so often) is impossible to resist.

Combining good elements from the likes of Manic Miner and Sorcery (though not quite coming upto the superbgraphicsofthe latter), this is a great game from the new Codemasters label.

SUPPLIER: Codemasters TYPE: Arcade FORMAT: Cassette RAM NEEDED: 64k

GRAPHICS * * * SOUND * * VALUE * * * VERDICT * * *

Page 45: MSX-Computing-Feb-Mar-1987

Getting started on your MSX­M Edwards & A . Harris For first time users of MSX computers. I t explains all about programming in BASIC and develops a fu l l feature BASIC arcade type game at the same time. The l i sting for the game is built up gradually to il lustrate each new command as it is introduced. An introduction to machine code and a useful glossary of terms are also included.

Il lustrated, 2 3 4 x 1 56mm, 192pp £6.95

0 85242 858 8 PRODUCT CODE No. 1 70079

MSX Adventure Programming­Steve Lucas

The book to teach you how to write your own adventure programs, including developing the plot, drawing the map, and translating the objects in the game into DATA statements. High-resolution graphics and sound are also described, and listings for three typical adventure games are also included.

I l lustrated, 234 x 156mm, 2 24pp £ 7 . 95 0 85242 8 5 7 X PRODUCT CODE No. 1 7 0052

MSX Applications ­Garry Marshall

The book describes, demonstrates and il lustrates the full range of useful applications for the MSX computers. From word processors, databases and spreadsheets to problem solving; from 'bolt-ons' l ike cassette and disc drives, printers, plotters, joysticks, light pens and mice, to communications uses- Prestel, Micronet 80, databases, private bulletin boards, MSX- net and Telecom Gold.

I l lustrated, 234 x 1 56mm, £ 7 . 95 0 85242 852 9 PRODUCT CODE No. 1 70001

Available from good bookshops and specialist outlets. "

In case of difficulties from

ARGUS BOORS P.O. Box 3 5 Wolsey House Wolsey Road Hemel Hempstead Herts HP2 4SS

Telephone 0442 4 1 2 2 1

Please add 10 % of the total cost ordered to cover postage and packing (minimum SOp)

Page 46: MSX-Computing-Feb-Mar-1987

. . .. - . . MSX SOFTWARE ·

ANGLOSOFT £ Print X Press .............................................................. 23.00 Print X Press (Disc) ...................................................... 25.00 A & F Chukkie Egg .................................... . .... . . .. . . . . .. . . . .. . . ......... 6.50 ARTIC Mutant Monty ................. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6.50 ANCO Flight Path 737 . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8.50 Jump Jet. ........................................... . . . . . . . . . . . . . . . . . . . .......... 9.00 Slap Shot. ............................................... . . . . . . . . . . . . ............ 8.50 AACKOSOFT Musix .... .. . ...... . . . ...... . ...... . . . . .... . . ........ . ...... . ...... . . . .. ... .. . . . . 7.50 Mu six (Disc) ................................................................... 8.50 Flight Deck ..................................................................... 9.00 Flight Deck (Disc) .. . . . . . . . . . . . . . . ... .. . . ....... . . ....... ..... . . . . .. . . ... 1 0.50 North Sea Helicopter .... . . . . . ................ . . . . . . . . . . . . . . . . . . . . . . . . . . . 9.00 North Sea Helicopter (Disc) ..... . ... . . . ... . .... . . ... . . ... . . . ... . . ... 1 0.50 Oh No! .................................... . . . . .................................... 3.00 Hopper . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ..... . ....... . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3.00 Scentipede . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3.00 Boom .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ..... . .. .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3.00 Jet Bomber ............ . . . . . . . . . . . . . ............................................ 6.50 Jet Bomber (Disc) . . . . . . . . . . . ....... ......... ...... . . . . . . . . . . . . . . . . . . . . . . . 9.00 Aacko Presto (Cass & Disc) .. ........ . . ....... . . ..... . . . ...... . . . . 50.00 Oil's Well . . .... . ................................................................. 7.50 Oil's Well (Disc) .. . . .... . . . ............................................... 10.00 Time Curb (Disc) .... . . . . . . . . . . . . ...................... . . . . . .. .. . . . . . . ... 1 0.00 The Heist ............ ............................................................ 7.50 Space Rescue ..... ... . ..... . . . . . . . ... . ..... ... . . . . ... . . ..... . ... . . ... . ...... . 3.00 Mac Attack ..................................................................... 3.00 The Chess Game .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7.50 Chess Game (Disc) . . . . . . . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . 9.00 Panel Panic ... . . . . . . . . . . . . . . . . . . ... . ...... . ... . . ...... ... . . ... . . . ... . . ... . . . . . . 3.00 Moon rider . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3.00 Space Busters ................................................................ 3.00 Snake lt ............................ .............................................. 3.00 Ice . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3.00 Mazes Unlimited ............................................................ 3.00 Smack Wacker ............................................................... 3.00 Robot Wars .............................. ...................................... 3.00 Confused? ............. . . . . ... . . . . . . . . . . . .. . . . . . . .. . . . . . ..... . . . . . . . . . . . . . . . . 8.50 Confused? (Disc) ......................................................... 1 0.00 Eggy .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8.50 Meaning of Life . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7.50 F uzzball . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7.50 Apeman Strikes Again . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7.50 Spy Story ................. . . . . . . . . . . . . . . . ........................................ 8.50 Sc1ence Fiction ..... . ..... . ................................................... 8.50 Star Wars ....................................................................... 7.50 Wordstore Plus (Disc) ..................... . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 3.50 Aackoscribe (Disc) ....................................................... 62.00 City Connection ............................................................. 6.50 Formation 2 .................................................................... 6.50 D-D ay ... . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6.50 Top-Roccer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6.50 Ninja 1 ....... .......... ........... .... . . ................ .... . . . . . . . ............... 6.50 Ninja 2 . . .. . . . . . . . ... . . . ... . . . . . . . . .. . . .... . . . . .. . . . ... . ... . . . . . . . . . . . . .. . . .... . . .. 6.50 Snake Runner .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. . . .. . . . . . . . .... . . .. . . . .. . 6.50 Zorny .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. .. . . . . . .. . 6.50 Exterion . . . .... . . . . . . .... . . . . . . . . . . . . . . ... . . . . . . . . . . . . . . . ... . . . . . . . .. . . . . . . .. . . 6.50 Chopper 1 . . . . . . . ... . .... . . . . . . . . . . .. . . . . .. ... . ... . . ... . . ... . . .. . . . . . . . ... ... . .. 7.50 Police Academy ............................................................. 7.50 Dawn Patrol ................................................................. 1 0.50 Dawn Patrol (Disc) . ..... . . . . . .. . . . . . . ... . . . . . . . .... . . . . . . .............. 1 2.00 Aackodraw & Paint . . . . . . . . . . . . . . . . . . . . .. . .. .. ........ . . ....... .. . . ..... . . 9.00 Aackodraw & Paint (Disc) ............................................ 1 0.50 Debugger (Disc) .... . . ... . . ... . . ..... . . ... . .... . ... . ... . . . . . . . . . . . . ... . ... . 1 3.00 Panique .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3.00 ALLIGATA Disc Warrior . . . . . . . . . . . . . . . . . . . . . . . . .... . . .. . . . .. . . .. . . .. . . . . . . . .. . . . .... . . . . . . 3.00 Biagger . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. . . . . 7.50 Contract Bridge .............................................................. 9.00 Knockout ...... . . . . . .... . ...... . . . . .... . . ..... . . . . . . . . ...... . . . ........ . . . . .. . 7.50 Superbowl .... . . . ..... . . ...... . . ... .. . . . ... . .. ............................... 3.00 MSX Extra ....................... ............................................... 9.00 Rocket Roger ................................................................. 7.50 ACTIVISION

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Beam rider .. . . . .... . . . . ... . . . . . . ... . . . . ... . . . . . . . .... . . . . . . .... . . . . . . . . . .. . . 1 0.50 Ghostbusters ........... . . . . . . . . . . . . . . . . . . . . . . . ... . . . . . . ..... . . . . . . . . .. . . . 1 0.50 Decathlon .. ..... . . . . . ... . . . . ... . . . . . .... . . . . . .... . . . . . . . . . . . . . . . . . . . . . . . . . . 1 0.50 Master of the Lamps ...... . ... . . ... . . ... . . ... . .... . .... . . . . . ... . . . . . . . . . 1 0.50 BUBBLEBUS Hustler . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3.00 Boardello . . . . . . . . . . . . . . . . . . . . . . . . . . ...... . . ........ . . . ........ . . . . ...... . . . . . . 3.00 Hustler/Boardello ... . . . .... . . . . . ..... . . . . . . .. . . . . . . . . .. .. . . . . . ..... . . . . . . . 4.50 Starquake ...... . . ...... . . ..... . .............................................. 8.50 Wizards Lair ................................................................... 8.50 BUG BYTE Turmoil .... . . ....... . . ....... . . .............. . . . . . .... . . . . . . ... . . . . . . . . ..... . . . 3.00 Journey to the Centre of the E .... . . . . ...... . . . . . .. .... . . . . . ..... .. . 3.00 Ole . . . . . . . . ..... . . .... . . . . .... . . . . . ... . . . . . . ... . . . . . . .... . . . . . . .. ..... . . . . . .... . . . 3.00 Chicken Chase ..... ... . ... . . ...... .... . ... . . ... . . ... . . ... . . . . . . ... . . . . . .... . . 3.00 Zoot . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ... . . . . . . . .... . . . . 3.00 Time Trax .. .. . . . . .. . . . .. . . . ... . . . .. . . . ... . . . . . . . . . . . ............................ 3.00 BEAU JOLLY 6 Computer Hits . . . . . . . . . . . . . . . . . . . . . . . . ..... . . . ........ . . . . ...... . . . ...... 6.50 Computer Hits Volume 3 ................................................ 9.00 5 Star Games ... ...... ....... . .. ..... . . ...... . . . . .. ......................... 9.00 CODE MASTER Vampire ..... ......... . . ...... . ....... . . ................. . . . . . . . . . . . . . . . ....... 2.00 Pro-Snooker ... ..... . . . . .. . . ................................................ 2.00 COMPUTER MATES Cash Accounts (Cart) . . . . . . ... . . . . .. . .. . . . . . . ... . . . . . . . . . .. . . . . . . . . . .. 36.00 MSX Calc (Cart) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .... . . . . . . . . .... . . . . . ..... 45.00 Communications (Cart) ..... .... . .... . ..... .... . ........ . .... . .... . .... 36.00 The Secretary (Cart) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 90.00 Communications + RS232 (Cart) .... ... . . . . . . . .... . ... . . . . . . .. . . 90.00 Secretary + RS232 (Cart) ................... . . ... . ... . . .... . . . . . .. 1 70.00 MSX Text (WP & Cards) ............ . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45.00 cos French Is Fun .... ...... . . . . ..... . . ......................... . . . . . . . . . . . . . . . . . 7.50 Steve Davis Snooker ............... ..................................... 8.50 Ice King .......................................................................... 6.50 Castle Blackstar ............................................................. 6.50 DK TRONICS Minder . . . . . . . . ..... . . . . . ... . . . . . . .... . . . ... .. . . . . . .... . . . . . ... .. . . . . . . . . .... . . . 9.00 DOMARK A View To A Kill . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9.50 ENDURANCE GAMES International Karate ....................................................... 7.50 Football Manager ........................................................... 7.50 ELECTRIC SOFTWARE Sharkhunter .. .. ....... . . . ......................... . . ...... . .. ........ . . . .... 4.00 Sharkhunter (Softcard) .................................... ............ 1 4.00 Backgammon .......... . . ................................. . . .......... . .. ... 4.00 Backgammon (Softcard) ........................ ...................... 14.00

Buzzoff . ... . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . . 2.00 Norseman ... . . .... . . . ... . . . . . .... . . . . . . .. . . . . . . . .... . . . . . .... . . . . . . . .. . .. . . . . 4.00 Le Mans ....................................... . .... . .. . . . . . . . .. . . . .............. 4.00 Le Mans 11 (Softcard) .................................................... 1 6.00 The Wreck ...................................................................... 6.50 The Wreck (Softcard) ....... . ...... . . ............................ . . . . . 1 8.00 The Wreck (Cart) .... ...... . . ...... . . .......... ......... . . ......... . . .... . 9.50 Barnstormer ... .. . . ....... ..... . . ..... . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4.00 Barnstormer (Softcard) Arcade .. . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . 1 2.00 Chack 'n' Pop . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4.00 Chack 'n' Pop (Softcard) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 3.00 Choro Q .... ..... . . .. . . . .... . . .... . . .. . . . . .. . . . . . . . .. . . . .. . . . . . . . . . . . . .. . . . .. . . .. . 4.00 Chro Q (Softcard) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 3.00 MSX Logo (Cart) ...... . . . , . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56.00 XYZolog ............ ....... ....... . . ........ . ...... . . . . . . . ... . . . . . . . ... . . . . . . . . 4.00 XYZolog (Softcard) ...................................................... 1 3.00 Sweet Corn .................................................................... 4.00 Sweet Corn (Softcard) ..... . ...... . . . ........ . . ....... . . . ......... . . . . 1 3.00 Softcard Adaptor ............................ ................................ 7.50 MT Base ....................................................................... 36.00 Front Line .. . . . . . . . . . . . . . . . . . . . . . . . . ... . ..... . ... . . ... . ... . . ... . . ... . . . . . . ... . ... 4.00 MSX Artist . .. . . . .. . . . . .. . . . ... . . . . . . . . ... . . . . . . . . . . . . .. . . . ... . . . . . . .. . . . . . . . . . . . 4.00 GREMLIN GRAPHICS The Way Of The Tiger . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9.00 Bounder . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. . . . . . . ... . . . . . . . . . . . . . 8.50 Valkyr . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8.50 Jack of the Nipper .......................................................... 8.50 Trail Blazer ..................................................................... 7.50 Avenger .. . .... . . . .... . . . . ... . . . . ... . . . . . . ......... ......... ......... . . ........ 9.00 MSX Classics ................................................................. 9.00 Desolator . ... . . . . . . . . . . . . . .. . . . . . ... . . . . . . ... . . . . . . ...... . ........... . . . ...... 8.50 Footballer of the Year .. . .. . . ... . . . ....................................... 7.50 GLOBAL Operation Alignment .... . . .. . . . . . . . . . . . . . .. . . .. . . . . . . . . . . . . . .. . . . .. . . .. . . . 5.50 Attack of the Killer Tomatoes .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7.50 HAL Mr Ching (Cart) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 3.00 Step Up (Cart) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . 13.00 Rollerball (Cart) ............................................................ 1 3.00 Super Billiards (Cart) ..... . . . . . .. . . . . . . . .... . . . . . . . . .... . . . . . . .... . . . . . 1 3.00 Hole In One (Cart) ........................ ................................ 1 3.00 Super Snake (Cart) . ..... . . . .... .. . . . . . .... . . . . . . . ................... . . 1 3.00 EDDY 11 (Cart) ............... . . . . . . . . . . . . . . ........ . ......... . . . ......... . 22.00 MJE (Cart) .................................................................... 22.00 Tracker Ball ( + MP606C or 607C) .... . ... . . .... . . . . . ............ 72.00 Eggerland (Cart) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .... . .... .... . .... ... 1 6.00 Hole in One Professional .... . .. . . . . . . . . . . . . .. . . . . . . . . .. . . .. . . . . . . . . . . 1 6.00 Dunkshot (Cart) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . .. . . .. . . . .. . 13.00 HI-SOFT Hi-Soft Devpac ......................... .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 7.00 Devpac 80 (Disc) . . . . . . . . . . . . . . . . . . . . . . . . . ... . . . . . . ... . . . . . . ..... .. . . . . . 35.00 Pascal SO (Disc) .. . . . . . ... . . . . . . ... . . . . . . . . ..... . . . . . . . ... . . . . . . . . . .. . . . . 35.00 �1=b��l•A"s .. . ... . . . ... . . . .. . . . . . . . . .. . . .. . . . .. . . .. . . .. . . . . .. . ... . . . . . . ... 35.oo

Mandragora ........ ........ ......... ............ .......... . ............ . . . 1 3.00 Vera Cruz ....................................................................... 9.00 Murders on the Atlantic .................................................. 9.00 The Inheritance .. . . . . . . . .. . . . .. . . . .. . . . . . . ................................... 9.00 KONAMI Green Beret (Cart) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 4.00 Super Cob re (Cart) . . . . . . . . . . . . . . . . . . . . . . . . . . . ........ . . . . . . . . . . . . . . . . . . 1 4.00 Athletic Land (Cart) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 4.00 Circus Charlie (Cart) . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . .... . . . . . . . . . . . . . . . . 1 0.00 Antartic Adventure (Cart) .... . . . . . . ... . . . . . . ... ........ . . . . . ......... 1 4.00 Comic Bakery (Cart) .......... . . ....... . . . . . .......... ... . ......... . . . . 1 4.00 Monkey Academy (Cart) ... . . . . . . ..... . . . . . .......... . . . . . . . ......... 1 0.00 Time Pilot (Cart) . . .. ... . . . . . ..... . . . . .... . .. . . . ......... . . . . . . . .......... 1 4.00 Hyper Sports I (Cart) .................................................... 14.00 Hyper Sports 11 (Cart) ................................................... 1 4.00 Track & Field I (Cart) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 0.00 Track & Field 11 (Cart) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 0.00 Konami's Tennis (Cart) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 4.00 Yle Ar Kung Fu (Cart) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 4.00 Sky Jaguar (Cart) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 4.00 Mopiranger (Cart) . . . ... . . . .. . . . ... . . . . . . . ................................ 1 0.00 Konami's Golf (Cart) . . . . . . . . . . . . . . ... . . . . . . . . ... . . . . . . . . . ..... . . . . . . . . . 14.00 Road Fighter (Cart) . . . . . ... . . . . . .. . . . . . . ....... . . . . ........ . . . . .. ...... 14.00 Ping Pong (Cart) ............... . ........ . . ................... . . . . . . . . . . . 14.00 Boxing (Cart) ................................................................ 1 4.00 Konami Soccer (Cart) .............. . . . . . . ..... . . . . . ....... . . . . . . . ..... 1 4.00 Yie Ar Kung Fu 11 (Cart) ................................................ 1 4.00 Hyper Rally (Cart) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . . . .. . . . 1 4.00 Hyper Sports 11 (Cart) ..... . ... . . . ... . . ... . .... . . . . ..... . ... . . . . . ... . . . . . 1 4.00 Kightmare (Cart) . . . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . . . 1 4.00 Konami's Billiards (Cart) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 4.00 Nemisis (Cart) ...... . ... . ...... ..... . ... . . . . . . . . . . . ... . . ... . . ... . ... . ... . ... 1 4.00 Hyper Shot (Cart) .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 0.00 The Goonies (Cart) ............. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14.00 KUMA Eric And The Floaters .................................................... 5.50 S�perchess .................................................................. 8.50 NlnJa ...... . ....... ....... ...... . ........ . ..... . . . . .......... . . . . . ............... 6.50 WDPro .. . . . . ... . . . . ... . . . . . . . . . . . . .. . . . . . ..... . . . . . ................. : . . . . . . . . 26.00 WDPro (Disc) ............................................................... 36.00 Hyper Viper ...... ........... . .......... .......... ................. . .. . . . . . . . .. . 7.50 Spooks and Ladders . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6.50 Stop the Express . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .... 6.50 Driller Tanks ..... . . ... . .... . . . ... . . ............................................ 8.50 Binary Land .................................................................... 8.50 Fire Rescue .................................................................... 7.50 Dog Fighter .................................................................... 6.50 Coco In The Castle ........................................................ 6.50 Cribbage ...................................................................... 5.50 Holdfast ...... ....... ............... ........ . . . ........ . . . ......... . . . ......... 5.50 Star Avenger .................................................................. 8.50 Mean Streets .................................................................. 6.50 Home Budget ..... . . .. . . . .. . . . . .. . . . .. . . . .. . . . .. . . .. . . . ..................... 1 2.50 Zen Machine Code System ......... . .... . .... .... . .... . ....... . .... 1 8.00 Zen Machine Code System (Disc) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36.00 Logo . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ........ 1 8.00 Colour Fantasia .. .... . . . .. . . . .. . . .. . . . . .. . . . .. . . . . . . ........................ 9.50 Database .. . . . .... .. . . .. . . . . . .... . . . . . . .. . . . . . . .... . . . . ... ... . . . . . . . . .... . . . 1 8.00 Database (Disc) ..................................... ...................... 36.00 Spreadsheet ............................ . . . . . .. . . . . . . ......... . . .......... 27.00 Spreadsheet (Disc) ...................................................... 36.00 Communications ........................................................ 1 8.00 Kuma Forth .................................................................. 36.00 Kuma Forth (Disc) .. ... .. . . ....... . . ..... .. . . . . ... .... . . . .. ...... . . . . .. . 36.00 Galaxia . . . . . . . . . . . . . . . . . . . . . .. . . . . . . .. . . . . . . . .. . . . . . . . . . .... . . . . . . .... . . . . . . . . . 6.50 Shadow Of The Bear ........ ..... ... . . . . . ....... ... . ... . . ... . . ... . . . . . ... . 7.50 Death Valley Gold Rush ... . .... . . . . . . .. . . . .. . . .... . . . . . . .. . . . . . . . .. . . .. . 7.50 Shnax . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6.50 Hunter Killer ................ ................ . . . . ......... .......... . . . ......... 7.50 Kubus .... . . . . . . . . . . . . . . . . . . . . . . . . ...... . . ...... . . . . . ..... . . . . . . . . . . . . . . . . . . . . . . 6.50 Fruity Frank .................................................................... 6.50 Zipper .. . . . .... . . . ... . . . ........................................................ 4.00 Machine Code Tutor & Monitor ....... . . .. ........ . . ........ . . . . .. 1 3.50 Music Maestro ................................................................ 9.50 Bridge .... .... . . . . ..... . . . ... .. . .. ... .. . . ......... . . . ................ . . . . . ...... 8.50

Buster Block .... . ... . . . .... . . .... . . .... . . ..... ... . . . ... . ... . ... . ... . . . . . ... . . . . 6.50 North Sea Bullion Adventure ......................................... 7.50 Dark wood Manor ........................... ................................ 7.50 Galactic Mercenaries ..................................................... 7.50 LEVEL 9 Colossal Adventure ........................................................ 9.00 Dungeon Adventure ....................................................... 9.00 Return to Eden ... . . . .. . . . . . . . . . . . . ..... ...... . . ....... . ........ . . . . . . . . . . . . 9.00 Snowball ..... . . . . . ... . .. . . . . . .. . . . ..... . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9.00 Lords of Time . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9.00 Adventure Quest ... .. . .. . . . . .... . . . . . . . . . . . . .. .. . . . .. . . . .... . . . . .. . . . .. . . . . . 9.00 Emerald Isle ...................... . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ............... 6.50 Red Moon ...... . . . ...... .... ........................ . . .. . . .. .. . . .... . .. . . . . . . . . 6.50 Worm In Paradise . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9.00 Secret Diary Of Adrian Mole .. . . . . . . . . . . . . . . . . . . . . . . . .... . . . . .. .. .... 9.00 The Price Of Magik ............................ ............................ 9.00 LLAMSOFT Psychedelia .......... . ............ . . . . . . . . . ........ ....... ....... ........... 5.50 LOTHLORIEN Special Operations ........................................................ 7.50 Panzer Attack ......................... ........................................ 7.50 LIVEWIRE Skramble . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2.00 Gridtrap . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2.00 Alpha Blaster . . . . . . . . ............................................. . . . . . . . . . . . . . 2.00 Salvage . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ........ . .. . . . . . . . ... . . . . . . . . . . . . 2.00 Congo .. . . . . . . . . . . . . . . . . . . . ...... . ... .............. . . . . . . . . . . .......... . ....... . 2.00 Jumpin · Jack .................................................................. 2.00 Invaders ..... ....... ................. . . ...................... .... ............. . 2.00 Can Of Worms ................... . . ....................... . . . . . . . . ......... 2.00 MOSIAC The Archers ................................................................... 9.00 MAGNIFICENT 7 Tournament Snooker ........................... .......................... 4.50 MASTERTRONIC

Space Walk ... . . . ... . . . .. . . . . . . . . . .............. . . . .............. . . . . ..... . . . .. 2.00 Chiller . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ... . . . . . . ................... . . . . . 2.00 Finders Keepers ......... . . ..... ... . ... . . ..... . . . ... . . ... . . . . ..... . . ... . . . . . 2.00 Formula 1 Simulator ... . . . ..... . . . . . ... .. . . . ... . ... .. . . . . . . . . . . . . . ....... 2.00 Molecule Man ................................................................. 2.00 Knightyme ....... . . ............. . . . . . . . . . . . . . . .. ..... . . . . . . . ......... . . . . . . . . 3.00 Speed King ............................... ..................................... 2.00 Storm .. . . . . . .................................................... . . . . . . . . . . . . . . . . 2.00 Video Poker ................................................................... 2.00 Soul of a Robot ............................................................... 2.00 �����

us�N�d

..t.O'us

·e

. .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. . . .. . .. 2'00

lassie Adventure .. . . . . . . . . . . ..... . . . . . ..... ... . ..... . . . . ... . ... . ... ..... . . . . 6.50 MORWOOD

- Introduction to Numbers .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ............. . 9.00 Calculation 1 . .... . . . . ... . . .. . . . . . . . . . . . . .. . . ... . . . . . . . .. . .. .. . .. . . . . . . . . . .. . . . 9.00 Calculation 2 .................................................................. 9.00 Reflexes .. . .. . . . . . . ..... ....... . ......... ..... . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9.00 Supermaze ................. . . . . . . ... . . . . . . . .... . . . . . . . ...... . . . . . . . . . . . . . . . . 6.50 Super Puzzle .................... .............................................. 6.50 Patience ...... ..... . ........ . ....... . . .................. . . . . . . . . . . . . . . . . . . . . . . 6.50 MR MICRO Crazy Golf . . . . .. . . . ............................................................. 7.50 Cubit ... . . . . .... . . . . .. . . . . .... . . . ... . . . . . . ... . . . . . . . . . . . . .................... . ... 7.50 Punchie . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ....... . . . . . . . . . . . . . . . 7.50 Humphreyj.7.50 Zakkil Wood ................................................................... 7.50 Mayhem ... . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ... . . 7.50 MIRRORSOFT 737 Flight S1mulator .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ....... . . . . . 9.00

- First Steps w1th the Mr Men ........................................... 8.50 Star Seeker................................ . . . ............... ............ . . . 9.00 Here and There with the Mr MenJ.7.50 Dynamite Dan ................................................................ 7.50 Spitfire 40 ....................................................................... 9.00 MENTOR Simple Addiion I . . . . . . . . . . .. . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . .......... . . . . 7.50 Introducing Circle I . . . . . .... . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . 7.50 Introducing Circle 1 1 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7.50 Trigonometry Basic Concepts .. . . . . . . . . . . . . . . . . . .. . . . . . . . . ......... 7.50 Introducing Percentages I . . . . . . . . . . . . . . . . . .. . . . . . . .. . ... . . . . . . . . . . . . . 7.50 Subtraction 1 .... . . . . . . . . . . .. . . .... . . . . . . . . . ... . . . . . . . . . .. . . .. . . . .. . . ... . . . . . . . . 7.50 Introducing Fractions I .... . . . ... . . . . .... . . . . . ........................... 7.50 Introduction to Percentages 11 . . . . . .... . . . . . . ... . ... . . .. . . . . . . . . . ... . . 7.50 Introducing Sequences .................................................. 7.50 Introduction to Shapes ....... ........ . . ......................... . . . . . . . 7.50 Introducing the Rectangle ... . . . . . . . . . . . . . . . . . ....... . . ... . . . . . . . . ... . 7.50 Introducing the Square . . . . . . . . . . . . . . . ........ . . .. . . ...... . . . . . . . . . . . . . . 7.50 Introducing the Triangle . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7.50 Subtraction 11 . . . . ... . . . . . . . . . ... . . . .. . . ... . . ... . . . . . . .. . . .. . . . .. . . . . . . . . . . . . . . . 7.50 Tens & Units . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ...... 7.50 Introducing Symmetry .. . . . . . . . . . . . ....................................... 7.50 Introducing the Angle . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .......... 7.50 MEGACYCAL Revise Physics ................... ............................................ 7.50 Gums hoe . . . . . ................................ . . .. ............................ 8.50 Teach Yourself Electricity .......... ........................... . . . . . . . . 8.50 OCEAN Hunchback ... ....... . . ... .... ...... . . . ....... . . . . . .......................... 6.50 PLAYERS Foot Volley ...................................... ............................... 2.00 Vestron .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2.00 SOFTWARE PROJECTS Manic Miner . . . . . . . . ... . ..... . ... . . ... . . ..... ... . . . . . ... . . ... . . ... ... . ... . . . . .. 7.50 Jet Set Willy .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. . ........ . . . . . . . 7.50 Jet Set Willy 11. . . . . . . ... . . . . .. . . . . . . . . . . . ... . . ... . . .. . . .. . . . .. . . . . . . . . . . . . . . . . . 7.50 Harvey Smith's Show Jumber ........................................ 7.50 PEAKSOFT The Boss ... . ..... . .............................................................. 6.50 PSS Les Flies ......................................................................... 7.50 Champ ..... . . ...... . . ...... . ....... . . . ....... . . . ... ..... . . . . . .......... . . . . . . 1 1 .50 Battle for Midway .... . . . . . . . . . . . . . . . . .. . . . . . . . . ... . .. . . . . . ... .. .. .. ... . . . . 9.50 RAIN BIRD Jewels of Darkness ..... ...... . . ..... . . . . . . . . . . . . . . . . . . . .......... . . . . . 1 3.00 Silicon Dreams ............................................................. 1 3.00 ORPHEUS Boulder-dash . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ......... . . . . . . . . . . . . . . 6.50 Boardgames ....................... . . . . . . . . . . . . . . . . ................. . . ...... 4.50 Ell con ...................................... ..................... . . . . ............ 8.50 RITTOR MUSIC Odyssey K .................................................................... 10.50 PSG Mus1cwriter (Cart)j.22.00 FM Musicwriter (Cart) ...... . . ........ . . . . . . ........ . . . .... ....... . . ... 26.00 MARTECH Brian Jacks - Super Challenge . . . . . . . . . . . . . . . . . . ............. . . . . 7.50 Eddie Kidd - Jump Challenge . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7.50 Sa m Fox- Strip Poker .... . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7.50 Zoids . . . . . . ... . . . . . .. . . . . . . ............ . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7.50 SHIELD 0 Level Maths Examiner ................................................ 9.00 0 Level Physics Examiner ............................................. 9.00 0 Level Chemistry Examiner ......................................... 9.00 Maths I ........................................................................... 9.00

Page 47: MSX-Computing-Feb-Mar-1987

I

TASMAN T asword . . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . .. ... . . . . .. . . . . . . . . ... . . . . . . . . . . . 1 2.00

't'' -. � >' : �.

• :., • • :· ·: • I. •' • , I -

' .•·- I .., • -•• • : -

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. •",..····J,./: ... •· -'�--�. �· tl ·.... . ... ·.·i:"': �/ ... _, • ..l, ._ � - ..... ' � - • • - ' •• - • • • j • ' • • •

TERMINAL 30 hr Basic Standard Edition . . . . .. . . . ... . . . . . . . . . . . . ... ..... . . . . . . . . 6.95 fv'icrosoft Basic . . . . . . . . . . . ... . . . . . . . . ..... . .... . ... . . . . . . ... . . . . . . . . . . . . . . . . 1 2.95

Getting More From fv'SX . . ... . . . . . . . ..... . . . . .. . . . . . . . . . . . . . . . ..... . . . . . 7.95 MSX The Standard ........ . . . . . . ... . . . . ..... . . . . . . .. . . . . . ... . . . . . . . . . . . 1 3.30 Lazy Jones . .. . . . . .. . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . .. . . .. . . . . . . . . . . . . . 8.50

TYNESOFT Word Processing Book . . . . ... . . . ..... . . . . . . . . .... . . . ... ..... . . . . . . .. . 1 2.95 Advanced Z80 fv'/C Programming . . . . . . . . . . . . ... . . . . . . . . . . . . .. . . 1 2.95

Introducing MSX Basic . . . . . ... . . . . . . ... . . . . . . . . . . . . . . ... . . . . . . .. . . . . . . . 6.95 Winter Olympics . . . .. . . . . . . . . . . . . . ... .. . . .... . . .. . . . .. . . .. . . . . . . . . . . . . . . . . . . . 3.00

MSX . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7.95 Getting Started on your MSX . . . . . . . . . . . . . . . . . . . . . . . . ... . . . . . . . . . . . . . 6.95 MSX Adventure Programming . . . . ..... . . . . .. ... . . . . . . . . . . . . . . . . . . . . 7.95

Programming the Z80 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19.95 Z80 Reference Guide . . . . . . . . ... . . . . . . . ... . . . . . . . . . . . . . . . . . . .. . . . . . .. . 1 2.95 US GOLD

Grog's Revenge . . ... .. . . . .. . . . ......... . . . . . . ..... ... . . . . . . . ..... . . ... . . . . . . 9.00 Z80 Applications .. . . . . . ....... . . ........ ..... ... . . . . . . . . . . . . . . . . .. .... . . . . 1 5.95 fv'SX Applications . .. ... . . .. . . . ... . ... . . ... . . . .. . . ................... ..... . .. 7.95 Dambusters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ........ . .. ... ... . . 9.00 Starting with the fv'SX . . . . . ..... . ... . . ... . . . ... . . . . . . . . . . . . . . ... . . . . . ..... 5.95 Z80 ASS Language Subroutines ... . .... ............. . . ......... . 19.95

Z80 ASS Language Programming . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19.95 Cyberun . . . . . . . . . .. . . . ... . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ... . . . . . . ...... . . 9.00 Starting fv'achine Code . ... . . . . ...... . . . . . . . . . . . . . . . . . . . ... . ... . . . . . . . . . 7.95 Winter Games . . . . . . ... . . . ... . . . . . . . . . . . . . . . . ... . ... . . . . . . . . . . . . . . . . ... . . . .. . . 9.00 Behind The Screens of MSX . . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8.95 Artificial Intelligence . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9.95 Unbelievable . . . . . . . . . . .. . . . . ... . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9.00 New Hackers Handbook . . . . . . . . . . . . . . . . . . . . . . . . ... . . . . . . . . . . . . . . . . . ... 6.95

Complete Forth . . . . . . . . . . . .. . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. . 6.95 Programming MSX Basic . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . ... . . . . . . . . . . . . 7.95 Ideas for MSX . . . . . . . . . . . . . . ... . . . . . . ... . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . 6.95

VIRGIN Starting Forth . . . . . . . . . . . . . .. . . . ... . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19.1 0 Logo Programming . . . . . . . . . ... . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9.50

Practical MSX M/C Programming . . . .. . . . . . . . .. . . . .. .. . .... . . .... . . 4.95 Games for your MSX . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . . .. . . ..... ... . . . . . . . . .. 2.99 Sorcery . . . . . . . . . . . . . .. . . . . . . ... . . . . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8.50

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Page 48: MSX-Computing-Feb-Mar-1987

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SUPPLIER: Mirrorsoft TYPE: FORMAT: RAM NEEDED:

GRAPHICS * * * SOUND * *

. VALUE * * VERDICT * * *

The latest offering from Mirrorsoft has a very familiar theme which does little to help first impressions. You are cast as athletic agent Dynamite Dan and you must stop the evil Doctor Blitzen who has plans for a Psychon Mega Ray with which he hopes to conquer Earth. The plans are hidden in a safe in the mad doctor's house which is guarded by Blitzen's glamorous assistant Donna. You need the eight sticks of dynamite hidden around the house by a previous unsuccess­ful agent. You must simplyblowthe safe and make your escape in your blimp.

Let me point out at this juncture that Dynamite Dan is the best game I have seen of its kind and unlike others I have played it has addictive qualities. The mad doctor's experiments wander around the house hoping to nail an agent and they come in all shapes and sizes. Snake waiters slither over a huge trampoline, huge Vikings bounce up and down while TV sets ricochet around the screen.

You may have noticed I mentioned trampolines. A feature I feel makes this game stand out from the rest is one such as this, for the trampolines give the game just that little bit more scope than the others.

The entire house is connected in a believable fashion, one room linking to the next so the entire thing looks like a house,

it's only fair- he was taking potshots at us all day, so . . .

stairs are to be found and can be climbed to higher levels, though it is faster to use the lift.

A method of getting around the house faster still is to use one of the many transporters which will teleport you to a mystery destination. All these ways of getting about give the game lasting interest.

Around the house other objects apart from dynamite sticks can be found: test tubes give extra lives, food keeps your ever-deteriorating energy up and credit cards give you bonus points. A little rarer is a deodorant which gives you temporal invul­nerabil ity and the ability to kill off monsters with your touch. One feature of this game lacking in many others is if you kill a monster in a room, leave and re-enter, the monster stays dead for the duration of the game.

Along the bottom of the house runs a river which if you should fall in costs you all your lives, although a raft will occasionally sail by and if you manage to get on it you will be taken to the caverns.

You start with 1 0 lives and you lose one whenever you touch a monster or suffer a long fall. Ten seems a lot to start with but they go l ike wildfire.

The original Dynamite Dan was first produced for the Spectrum and Mirrorsoft has changed little or nothing in the conver­sion , capturing that crazy atmosphere.

Page 49: MSX-Computing-Feb-Mar-1987

te I I k

th · nt

JUMP MAN

r r

By Grant Soames

i t

As ou cross the screen, in a desperate a�d totaii.Y inexpl!cable attlmpt to get off the righ-hand side, you Wi l l up With a v�nety of rolling flying and generally mobile objects. Alas, thes� obJects d

� not w�nt to catch your eye, adjourn to the nearest Wine bar an_ form meaningful relationships with you. Oh no. They want to kill ou lt's a bit like Stoke Newington High Street on a sa:urd�y. Y Our advice is to jump over them, using UP on the Joystick or

cursor pad. Running around helps a lot too. We'd tell Y?U more, but it's time to play the game again - we haven't played lt for at least two minutes.

? . •

.. ----

s

.. .. .. -- .. - -.. .. - -- .. .. - .. - - - - -

·N .. :-';- • .o. ··•

-

. DATA 0 , 0 , 32 , 2 , 72 , 2 , 1 68 , 8 , 1 8 1 , 24 , : 1 64 ' 5 ' 80 ' 1 36 ' 1 4 9 ' 33 ' 0 ' 0 ' 0 ' 0 ' 4 ' 64 ' 1 8 ' ......... 1 64 , 86 , 8 1 , 68 , 37 , 1 44 , 0 , 0 , 0 . 1 90 DATA 0 , 0 , 0 , 0 , 0 , 0 , 34 , 1 36 , 1 77 , 74 , 5 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 40 , 82 , 0 , 0 , �� 0 , 0 , 0 , 0 , 0 200 FOR I =2024T02039: READA: VPOKE I , A : N E X T I

;....;.;�...,..

2 1 0 DATA 254 , 84 , 1 70 , 84 , 1 70 , 84 , 1 70 , 0 , � 1 70 ' 84 ' 1 70 ' 84 ' 1 70 ' 84 ' 1 70 ' 0 t·· >+ ··:�:· 220 VPOKE8223 , 0 : RESTORE240: CLS f � 230 FOR I � 1 T090: READA: VPOKE61 4S+A , 254 �.-� � : NE X T ! 240 DATA 2 , 34 , 66 , 98 , 1 30 , 1 62 , 1 6 1 , 1 60 , 1 28 , 4 , 36 , 68 , 1 00 , 1 32 , 1 64 , 1 65 , 1 66 , 1 3 4 , .. �'"""'-....,.. ' 1 02 , 70 , 38 , 6 250 DATA 8 , 40 , 72 , 1 04 , 1 36 , 1 68 , 4 1 , 74 , 4 . 3 ' 1 2 ' 44 ' 7 6 ' 1 08 ' 1 40 ' 1 72 ' 1 4 ' 1 5 ' 1 6 ' 46 ' 4 � 8 , 78 , 79 , 80 , 1 1 0 , 1 42 , 1 74 �--� -- 260 DATA 1 8 , 50 , 82 , 1 1 4 , 1 46 , 1 78 , 5 1 , 84 , 53 , 22 , 54 , 86 , 1 1 8 , 1 50 , 1 82 , 24 , 25 , 26 , 56 , ':� l':':i;':• ... )'l 58 ' 88 ' 89 ' 90 ' 1 2 0 ' 1 22 ' 1 52 ' 1 54 ' 1 84 ' 1 86 270 DATA 28 , 29 , 30 , 60 , 92 , 1 24 , 1 56 , 1 88 , l 62 , 94 , 1 26 , 1 58 , 1 90 . . 280 LOCATES , 7 : PR I NT .. b y Grant Soanes .. ""', ....,.iiioii.ioooo""" 290 LOCATE5 , 9 : PR I N T '' J -Joyst i c k K-Key boar d "

300 PR I NT : PR I NT : PR I N T " Usi ng l ef t /r i ght t o move and up t o j ump , comp l e t e the 8 l evel s b y mov i ng t o the r i ght s i de of the screen . Avoi d th barrel s , arrows , sp i kes and p i ��� 3 1 0 PR I N T " Comp l et i ng a l evel r esul t s i n a bonu s . Th i s depends on your t i me . "

. 320 VPOKE8223 , RND < 1 > *255 : A$= I NKEY$ 330 I FA$= " J .. THENJ K= 1 : 60T0360 340 I FA$= .. k " THENJK=0: GOT0360 GOT0320 ONSPR I TE GOSUB 1 420: CLS : LE= 1 : SC=0 : L I =3

370 GOSUB 1 720: 0NLE GOSUB 1 080 , 1 1 20 , 1 1 40 , 1 1 80 , 1 230 , 1 280 , 1 320 , 1 370 380 X=40 : Y=95 : D=0: P=0: SP=0 390 PUTSPR I TE0 , < X , Y > , 1 5 , 0 400 SD= 1 : SPR I TEON : T I ME=0 4 1 0 GOSUB470 : I FST I CK C J K > =3ANDX < 240TH . EN900 �--�� 420 I FST I CK < JK > =7ANDX > 1 6THEN930 430 I FS T ICK C J K > = 1 THEN960 440 I FS T I CK < J K > =2THENXC=2 : D=0: GOT099 0 450 I FST I CK < JK > =8THENXC=-2 : D=8: GOT09 90 460 GOSUB470 : GOT04 1 0 470 I FC=0THENC=4ELSEC=0 480 DNLE GOSUB5 1 0 , 550 , 570 , 620 , 670 , 72 0 , 780 , 840 ��--� 490 I F X =240THEN1 030

500 RETURN 5 1 0 X 1 =X 1 -4 : X2=X2-4: VPOKE69 1 7 , X 1 : VP0 •1_.��� KE69 1 8 , 1 6+C: VPOKE692 1 , X2 : VPOKE6922 , 1 6+C

Page 50: MSX-Computing-Feb-Mar-1987

---

IFX 1= 1 6THENX 1=236 IFX2= 16THENX2=236 RETURN

550 IFY=95THENIFVPEEK < 6624+ ( X/8> > =32 ANDVPEEK ( 6625+ < XIB> > =32THEN1500 560 RETURN ; 570 I FY =95TH EN I FVPEEK ( 66?.� � . . �.�.!�.� ... t::_32

��&'"""' ANDVPEEt�(( 66-25+ fX.lEfff;;32'f.HEN 1500 '·

"' t 580 X l=Xl-4 : X2=X2+4 : VPOKE691 7 , X l : VPO ,' KE6921 , X2

��-590 IFX1=16THENX 1=232 < 600 IFX2=232THENX2=16

6 10 RETURN 620 X 1=X 1-4 : X2=X2-4 : X3=X3+4 : VPOKE691

.'· 7 , X 1 : VPOKE6921 , X2 : VPOKE6925 , X3 · 630 IFX1=16THENX 1=236

640 IFX2= 16THENX2=236 650 IFX3=236THENX3= 16 660 RETURN 670 X 1=X 1-4 : X2=X2-4: X3=X3+2: VPOKE691

���7 , X 1 : VPOKE691 8 , 1 6+C: VPOKE6921 , X2: VPO KE6922 , 16+C: VPOKE692S , X3 680 IFX 1= 16THENX 1=232

���690 IFX2=16THENX2=232 700 IFX3=232THENX3=16 7 10 RETURN 720 X 1=X 1 +4 : X2=X2+BD: VPOKE69 17 , X 1 : VP

�� OKE6921 , X2: VPOKE6922 , 1 6+C 730 IFX1=232THENX 1= 16 740 IFX2= 144THENBD=4 750 IFX2=232THENBD=-4 760 IFY=95THENIFVPEEK <6624+ ( X/8) ) =32 ANDVPEEK < 6625+ < XI8> > =32THEN1500

��,._. 770 RETURN 780 IFX 1= 108THENA1=-4: VPOKE6918 , 24 790 IFX 1= 16THENA1=4: VPOKE6918 , 28 800 IFX2= 140THENA2=4: VPOKE6922 , 28

��� 810 IFX2=232THENA2=-4: VPOKE6922 , 24 820 X 1=X 1+A 1 : X2=X2+A2: VPOKE6917 , X 1 : V POKE6921 , X2 830 RETURN 840 IFX1=144THENA1=4 : VPOKE691 8 , 28 850 IFX 1=232THENA1=-4: VPOKE6918 , 24 860 IFX2= 144THENA2=2: VPOKE6922 , 28 870 IFX2=232THENA2=-2: VPOKE6922 , 24 880 X l=X 1 +A 1 : X2=X2+A2: VPOKE69 17 , X 1 : V POKE6921 , X2 890 RETURN

, 900 D=0 : IFP=0THENP=4ELSEP=0 910 X=X+2: VPOKE691 3 , X : VPOKE6914 , D+P

...-�!'tt 920 GOT04 10 � 930 D=8: IFP=0THENP=4ELSEP=0 940 X=X-2: VPOKE6913 , X : VPOKE691 4 , D+P

���950 GOT0410 960 JD=-7 : VPOKE6914 , D+4 970 JD=JD+ 1 : IFJD=7THENP=1 : GOT0410 980 Y=Y+JD: VPOKE6912 , Y: GOSUB470: GOTO 970 990 JD=-7: VPOKE691 4 , D+4 1000 JD=JD+l : IFJD=7THENP=4 : 60T0410 1010 Y=Y+JD: X=X+XC : IFX< 160RX>240THEN ·

X= X-XC , 1020 VPOKE6912 , Y : VPOKE6913 , X : GOSUB47

���0: 60T01000 � 1030 LE=LE+1 : VPOKE691 5 , 0 \ 1040 BN= < 1000+ CLE*10> -TIME) / 10: IFBN<

���0THENBN=0 1050 SC=SC+BN: GOSUB1740: LOCATE1 1 , 6 : P

RINTUSING .. Bonus: #4t" ; BN = �.w 1060 IFLE=9THENLE=1 : FORI= 1T0500: NEXT

��H I : GOSUB1740: LOCATE1 0 , 8: PRINT"+ Extra

100" • SC=SC+100 1070 FOR I= 1T02500: NEXT I : LOCATE 1 1 ,6 z P

R INTSTRING$ < 9 , 32> : LOCATE10 , 8 : PRINTST

. RIN6$ ( 1 1 , 32 > : GOT0370 1080 VPOKE8223 , 32: GOSUB1610 : GOSUB163

��·· m 4 1090 X2=208: PUTSPRITE_2���:,r�

1 1QJ0 1 1 10 1 120 0 1 130 1 140 1 150 1 160 1 170 1 180 30 1 190

I

X 1= 192: PUTSPRITE1 , C X 1 , 95> , 6�4 RETURN VPOKEB223 , 64 : GOSUB1 660: GOSUB16 1

RETURN VPOKE8223 , 128: GOSUB16 10 X 1 =232: PUTSPRITE 1 , < X 1 , 95) , 4 , 6 X2=32: PUTSPRITE2 , < X2 , 83> , 10 , 7 RETURN VPOKE8223 , 192: GOSUB16 10 : GOSUB16

� 1200 X 1= 184 : PUTSPRITE 1 , C X 1 , 95 > , 7 , 6 X2=208: PUTSPRITE2 , C X2 , 71 > , 1 3 , 6 X3=32 : PUTSPRITE3 , C X3 , 83> , 2 , 7 RETURN

12 10 1 220 1 230 1240 1250 1260 1270 1280 90 1 290 1 300 13 10

VPOKE8223 , 160: 60SUB16 10 X 1= 176 :PUTSPRITE1 , < X 1 , 95 > , 6 , 4 X2=232: PUTSPRITE2 , C X2 , 95> , 6 , 4 X3=16 : PUTSPRITE3 , < X3 , 81 > , 3 , 7 RETURN VPOkEB223 ,208: GOSUB1610 : GOSUB16

X 1=32 : PUTSPRITE1 , < X 1 , 83> , 8 , 7 X2=232: PUTSPRITE2 , C X2 , 95> , 6 , 4 BD=-4: RETURN

�� .. � 1320 VPOKE8223 , 1 92: GOSUB1610 : 60SUB16

1 330 1 340 1 350 1 360 1 370 1 380 1 390 1 400

. 14 10

X 1= 16 : PUTSPRITE1 , < X 1 , 95 > , 7 , 7 X2=232: PUTSPRITE2 , C X2 , 95 > , 6 , 6 PUTSPRITE3 , < 124 , 9S> , 13 , 8 D1=4 : D2=-4: RETURN VPOKE8223 , 224 : GOSUB16 10 X 1=232: PUTSPRI TE1 , < X 1 , 95> , 2 , 6 X2=232 : PUTSPRITE2 , < X 2 , 83> , 4 , 6 PUTSPRITE3 , < 128 , 95> , 4 , 8 Al=-4: A2=-2: RETURN

. 1420 EOFF

IFSP=0THENSP=1 : RETURN ELSESPRIT

� ..... � 1430 GOSUB1780: VPOf<E6915 , 1 1 : VPOKE691 4 , 40: 60SUB 1490: VPOKE691 4 , 44 : GOSUB149 0

���1440 VPOKE6914 ,48: GOSUB1490: VPOKE691 ��� 4 , 52: GOSUB 1490: VPOKE6915 ,0 1450 PUTSPRITE0 , <0 , 0> 1460 FORI=1T0500: NEXT I : LI=LI-1 1 470 IFL I=-1 THEN1520 1480 GOT0370 1490 FORI= 1T0100: NEXTI : RETURN 1500 Y=Y+2: VPOKE691 2 , Y 510 IFY>125THEN1 430ELSE1500PRINT95+

(3*8) 520 LOCATE 1 1 , 6 : GOSUB1800: PRINT"Game Over "

1530 FORI= 1 T02500 1540 NEXTI : VPOKE6919 , 0 : VPOKE6923 0: V POKE6927 , 0

' 1550 CLS 1560 LOCATE7 , 4: PRINTUSINS"High : �UttJ##" ; HS 1 570 LOCATE7 , 7 : PR INTUSIN811Your

. : ##### " ; se 1580 IFHS<SC THENHS=SC 1590 FORI= 1T02500: NEXTI 1 600 80T0220 16 10 LOCATE1 , 1 : PR INT "Score .. SC: LOCATE 23 , 1 : PRINT "Li ves"LI 1 620 LOCATE1 2 , 3: PRINT"Level ''LE: RETUR N 1 630 LOCATE 1 , 14 : PRINTSTRINS$ C29 , 253) 1 640 FORI=15T021 : LOCATE1 , I : PRINTSTRI NG$ (29 , 254 > : NEXTI

� 1650 RETURN 1 660 A$=STRING$ < 3 , 32 > : FORI= 14T01 7 1 670 FOR I= 14T0 17 : LOCATEB , I : PR INTA$; : LOCATE14 , I : PRINTA$; : LOCATE20 , I : PRINT A$; 1 680 NEXTI : RETURN 1690 A$=STRING$ C 3 , 32> : FORI= 14T017 1700 FORI= 14T017 : LOCATE8 , I : PR INTA$; : LOCATE14 I : PRINTA$; ���==--������-

Page 51: MSX-Computing-Feb-Mar-1987

,

TITAN LAND By Gerry Gray

If it wasn't for the fact that we're starting the Star Program features next issue, this would be it. This is the calibre of program that we're looking for - programs that aren't afraid to go where other programs have never gone. Programs which take life as it comes and laugh at danger. Programs which have you walking up at three in the morning thinking : 'Aha! So that's how you do it!'

Okay, so that's a little over the top, but only just. Gary Gray's game is fast, colourful and well designed. lt incorporates 2K of machine code, and this uses interrupt routines to make sure that the action is smooth and consistent. The spaceship's movement incorporates realistic inertia and acceleration, and there are special collision detection routines for sprite and non-sprite objects.

By this time you're probably wondering what the game is about. Wel l , your task (as they say) is to land your spaceship on a platform which shuttles across the screen, dump your cargo, return to the planet and start all over again. Pressing SPACE, or the joystick fire button activates the thrust. Left and right cursors and joystick control give directional movement. And just for good measure, when you've landed, using the up key or joystick movement replenishes your fuel .

One word of caution. The program uses a hex loader routine for the machine code, reading the figures from data statements. There's a hell of a lot of them - make sure you type them in correctly, and save the program to tape or disk before running it.

N by G J Gray 5 , TITA HC7FF 10 CLEAR 500 , & 20 DEFINT A-Z · STOPON 30 ONSTOPGOS������· l : KEYOFF 40 SCREEN0

B: �5> . .. T ITAN LAND <C > G . GR

50 PRINTTA ' y 1985" �0 LOCATE8 , 7 T 2 MINUTES .. 70 PRINT .. PLEAS�-���000TO&HE917 80 RESTORE: FOR

A-VAL < "t<H"+D$)

90 READD$: POKE , 100 NEXT • EFUSR1=&HE6FF 1 10 DEFUSR=&cHE0004�DEFUSR3=&cHE8CB 120 DEFUSR2=&HEb�6: DEFUSR5=&cHE8ED 130 DEFUSR4=&HE8 •

USR7=&cH44 140 DEFUSR6=&cH4 1 : DEF

0 1 : CLS: A=USR6 < 150 SCREEN2 , 2: COLOR0 , '

A>

160 GOSUB1 180 1 70 FORN=0T0143 1 80 READD 1 90 POKE&HD1 00+N , D 200 NEXTN ... 210 SOUND7 , &B 10 1 1 1 100 220 FORN=1 T066 230 READPI 240 IFPI >1000THENLE=PI \ 1 000 : PI=PIMOD 1000: ELSELE=1 250 POKE &HD200+ CN-1 > *2 LE 260 POKE &HD201+ CN-1 > *2 :P I \2 270 POKE &HD301+ CN-1 > *2 P I \4 280 NEXT ' 290 BO$=CHR$ (205) +CHR$ C217 > +CHR$ C�12 !+CHR$ C215> +CHR$ C214> +CHR$ C2SS>

�00 LE$=CHR$ C210> +CHR$ C206 > +CHR$ C216 !+CHR$ C206> +CHR$ C210> +CHR$ C25S> � 10 GO$=CHR$ C20B> +CHR$ C204 ) +CHR$ <21 1 > �CHR$ C206> +CHR$ C255) +CHR$ C217> +CHR$ <4 16 ) +CHR$ C206) +CHR$ C213> 320 NF$=CHR$ C212 > +CHR$ C217> +CHR$ C255 ) +CHR$ C207> +CHR$ C215> +CHR$ C206> +CHR$ <2 10 ) �30 POKE&HCBB2 , 72 �40 POKE&HCB83 128 7 ' -J50 M$=STR I NG$ < 64 , 255) 360 POKE&HCBC0 , 0: POKE&HCBC1 0 �70 POKE&HCBC2 , 0: POKE&HCBC3 :&H60 380 L�NE C226 , 10 > -STEP C 12 , 12 > , 2 , BF 390 A-USR2 CA> : A=USR7 CA> : A=255: 60T054 0 400 I

410 ' GAME OVER 420 I

430 SOUND7 , &B1001 1 100 440 POKE&HD080 , 255: POKE&HD081 0 450 POKE&HD082 , 1 12 : POKE&HD083 :&HD1 460 POKE&HD084 ,0 : A=USR5 CA> 470 POKE&HD080 , 60 : POKE&HD084 1 480 A=USR5 CA> : POKE&HD080 0 ' 490 POKE&HD082 , 128: POKE&HD084 2· A=US R5 <A> ' • FORI=0T010: COLOR , , 1 1

�10 FORN=0T0150: NEXT: COLOR , , 8 �:m FORN=0T0150: NEXTN , I : COLOR , , 1 5�0 IFA=128THENMID$ CM$ , 14> =NF$ 540 MID$ CM$ , 45 > =GO$ 550 M$=USR 1 CM$> : A=USR3 CA> : A=0 560 FORN=0T04: A=AORSTR IG CN > : NEXT 570 IFA=0THEN560 580 I

590 , START NEW GAME 600 , 10 LE= 1 : M$=STRING$ C64 , 255> POKE&HCBC0 , 0: POKE&HCBC1 0 630 POKE&HCBC2 , 0 '

b40 A=USR2 C0 > : 60T0820 660 T

TIME=0 : A=USR C0 ) FORN=0T06: PUTSPRITEN , C 0 , 209> : NEX 70 LINE <226 , 10 > -STEP C 12 , 12 > 2 BF 80 M$=STRING$ C64 , 255>

' ' 90 IFA< >4THEN430 700 I FTIME>9000THENM1$=CHR$ C212> +CHR

0 C217 > +CHR$ C255> +LEFT$ C B0$ , 5) : 60T081 10 BO= C9000-TIME> I 1 0*LE 720 HL$=MID$ CSTR$ CB0> , 2> : M1 $=80$• FOR N=1 TOLEN CHL$) •

730 Ml$=Ml$+CHR$ C 169+ASC <MID$ CHL$ N 1 > > > : NEXT ' '

740 HL ! =VAL CHEX$ C PEEK <&HCBC2> > > 750 HL ! =HL ! + CVAL CHEX$ CPEEK <&HCBC1 > > > *100) 760 HL ! =HL ! + CVAL CHEX$ CPEEK C&HCBC0 > > > * 10000) 770 HL ! =HL ! +BO: HL$=STRING$ (6-LEN <MID $ (STR$ CHL ! > , 2 > > , 4B > +MID$ CSTR$ CHL ' > � ) • t L

Page 52: MSX-Computing-Feb-Mar-1987

- .. .. .. - -.. .. -: .. .. .. e��======================================================================= - � - ...,.--- .., � .. .. .._ _ � !!!� ..

-

- - .. .. .. -- - -

> *16+VAL <MID$ 790 D=VAL <MID$ <HL$ , N , 1 >

<HL$ ,N+ 1 , 1 > > N-1 ) \2 D : NEXT: A=USR2

pQKE�HCBC0+ < '

<A> <M 1$) ) \2+33) :M1$ 10 M ID$ (M$ , <32=L��+CHR$ (LE/ 1 0+217 l +

MID$ (M$ , 13> -L <LEMOD1 0+217 > M$=USR1 <M$l

' LEVEL CONTROL •

POKE&HCB80 ,5-LE\4 POKE&HCB8 1 , 5-LE\4 POKE&HCB8C , 2+ < LE'4>

00 POKE&HCB8D , LE��E'8> 10 pOKE&HCB8E ,3+ ,8> -- POKE&HCB8F ,2+ <LE

E) \ 10> *1 b+ <5*LE> 30 pOKE&HCBC5 , < <5*L

9401�0KE&HCB9E , LE+2

950 pOKE&HCB9F ,��:=LE) ,4+1 960 POKE&HCB98 , -LE) \4+1 970 POKE&HCB99 , < 1 b 980 POKE&HCB9C , LE'3

E*8 990 POKE&HCB9D ,40+L

4+1 1000 POKE&HCB9B , LE:LE+1 1 0 10 IFLE< 1 6TH�:���000: POKE&HD0B1 , 0 1020 SOUND7 , &B 1 030 POKE&HD082 , 1 1 2 1 040 POKE&HD08� , &���0T03:FORI=0T02 1050 A=USR4 <A> mF�55-I*50-N*50 1060 pQKE&HD08 , � 1 070 POKE&HD084 , I 1080 A=USR�0

<A�O 20: NEXTJ 1090 FOR J-1 100 NEXT 1 1 10 FOR J=0 TO 50 1 120 NEXTJ , N 1 130 FORN=0T03000: NEXT

1 140 GOTO 650 1 150 . PHICS 1 160 · sET UP GRA 1 170 . ,., 1 180 R=RND <- 1080�> 1 190 FOR N=0 TO 20

1 28 RND < 1 > *1 80) -5T 1200 LINE < RND < 1 > * ' EP < 1 , 1 > , RND < 1 > * 15 , BF 1 '"' 10 NEXT 1220 FOR N=0 TO 1

)01 2B+12B ,RND < 1 > *80l

,., �m LINE < RND < 1 * :;�EP < 1 , 1 > , RND < 1 �*15 ,BF

1240 NEXT : X=80: Y-5 1 250 FOR N=1 TO 5 1'"'60 READ R , C 1 3 1270 C IRCLE <X , V > ,�:�EXT . 1 280 PAINT < X ,Y�'

1m0> 35 , 1 4 , 0 ,3 . 1 5 , . 1 290 C IRCLE <20� , '

B 1 300 FOR N=1 TO 8

100+N> -STEP <70-2*N , 13 10 L INE < 167+N , 0) , 4 1320 NEXT TO 223 STEPB: READC 1 330 FOR X=175

+7 STEP 2 1340 FORN=X TO

T�EN H= <N- 175>ELSE H= < 1350 IF N< 199 2?3 N> E < N ,99) -STEP <0 136; Y=RND < 1 l *H+5 : LIN

, -v > , C 1370 NEXTN , X -1 94T02 10: LINE < X , 1 9 1 > - < 1380 N==0: FORX-X , 109 > , 5 NEXT 1 390 X==X+N: N=N�1 :

3 TO 215 STEP � 1 400 C=6: FOR x:�� <C+2 > AND 1 534� 1 410 COLOR C , 1 . -

<C+2 > AND 1 5 1 420 C= < X 1 02 > -STEP < B , 3 > , , BF

1 430 L INE •

1 440 NEXT 8 TO 1 STEP - . 1 8 1 450 FOR R � = . •

1460 CIRCLE ( 1 60 , 130> ,20 , 1 0 , 0 , 3. 1 5 , R I

1 470 NEXT 1 480 LINE < 140 , 130 > -STEP <40 ,0 > , 10 1490 FOR N=1 TO 6 : READ C 1500 LINE < 140+N , 130+N> -STEP <40-2*N ,0 > ,C 1510 NEXTN 1520 S=0: FOR N=0 TO 10 1530 LINE < 1 55+N , 137> - < 155+N , 1 91 > , 13 1540 N=N+S: S=S+1 : NEXT 1 550 C=B 1560 FORR=58T060 1570 CIRCLE <255 , 1 9 1 > � R , 6 , 0 , 3. 1 5 , 1 . 6 1580 NEXT 1590 FOR X=232 TO 255 STEP 8 1 600 READ C 16 10 FOR N=X TO X+7 STEP 2 1620 Y=RND < 1 > * < X-223> +25 1630 LINE <N , 19 1 > -STEP <0 , -Y> , C , BF 1 640 NEXT N , X 1 650 CIRCLE < 180 , 150> , 10 , 9 , , , 1 . 5 1 660 PAINT < 180, 150 > , 9 1 670 CIRCLE < 180 , 150> , 3 , 13 , , , 1 . 5 1680 PAINT < 180 , 150> , 13 1 690 LINE < 179 , 161 > -STEP <3 , 191 > , 1 5 , BF 1 700 PSET < 0 , 80> , 12 1710 NEXTI : RETURN 1 720 PUTSPRITE 1 , <32 ,0 > , 0: PUTSPRITE2 , <64 , 0> ,0 : PUTSPRITE3 , <96 , 0> , 0 1730 RETURN 1740 SOUND0 ,0: SOUND 1 , 1 : SOUND1 1 ,0: SOU ND12 , 15: SOUND13 ,0 1 750 SOUND6 , 0: RETURN 1 780 SOUND0 ,0 : SOUND1 , 0: SOUND1 1 ,0: 90U ND12 , 48 : SOUND13 ,0 1790 SOUND6 , 20: RETURN 1 800 SOUND0 ,0 : SOUND1 ,0 : SOUND1 1 , 0: SOU ND12 , 15: SOUND 13 ,0 1 8 10 SOUND6 ,3 1 : RETURN 1840 SOUND7 , &B101 101 10: SOUND8 , &B1000 0: RETURN 1 880 LINE- <255 , 188> , 15 1 890 PAINT < 125 , 1 9 1 > , 15 1900 LINE <98 , 184> -STEP <23 ,3 > , 1 4 , BF 1910 LINE <92 , 1 87 > -STEP <35 , 4 > , 4 , BF 1920 X=34 : GOSUB2520 1930 X=1 70: GOSUB2520 1 940 X=218: GOSUB2520 1950 LINE < 124 , 4> -STEP < 120 ,24 > , 8 , B 1 960 LINE < 1�6 , 6> -STEP < 1 16 , 20> , B , B 1970 LINE E 128 ,8 > -STEP < 1 10 , 16 > , 0 , BF 1 980 FOR I =0 TO 39 1 990 GOSUB 2430 2000 POKE �HC880+I , D 2010 NEXT I

FOR 1=0 TO 39 SOSUB 2430 POKE �HC8B0+ I , D NEXT I .

2060 FOR 1=0 TO 7 2070 POKE &HC8A8+I , 0 2080 POKE &HCBD8+I , 0 2090 VPOKE &H27F8+I , 0 2 100 NEXT I 2 1 10 FOR I=&H2600 TO �H2607 2120 READ C 2130 FOR N=I TO 1+272 STEP 8

VPOKE N , 16*C 2150 NEXT N , I 2160 FOR 1=0 TO 63 2170 POKE &HCB00+I , 255 2180 NEXT I 190 FOR 1=0 TO 5

POKE <&HCB0A+I > , I+192 POKE <&HCB2A+ I > , I+ 198 NEXT I

Page 53: MSX-Computing-Feb-Mar-1987

..., - "' . 2...:..-=> .u 5=0 TO 5 · ·-:>?40 S$=" " � 1 � -

FOR I=0 TO -"' READ D 2261U

S$=S$+CHR$ <D > ?270 12280 NEXT S$ �2290 SPRITES <S> = 2300 NEXT �T01 824STEP8 . ...,310 FORI=163.L-FORN=1T07 ��'"'0 VPOKEI , 0

0:KEI+N D : NEXTN , I � ,L. •.J L

D· VP ... ' 2330 READ_�H�7 i8TO�H2728 ''\ 234111 FO���I ;40: NEXT

OKE (48+&H180111 ' 2350 VP -mT03: READD : VP 236111 FORN-

QI+&H1 80111 +N> ,D : NEXT � READD: VPOKE <B

2..,.70 FORN=0TO ..... :

+� ) , D : NEX��HCAC0TO&HCAEFSTEP3 2380 FO���· POKEI , D 2390 RE

: POKE1+1 , D -.�l 2400 READD • ..., m· NEXT ·-;· 4 1 0 POKE I+._ ' • � 4'"'0 RETURN .L- .L- D$ ?430 READ

< " �H"+D$) �� - 4"' LET D=VAL 24 IU ?450 RETURN ....

. 2460 X=�RND < 1 > *30 ....,...!"""""' 24 70 X 1 =RND < 1 > *8-D 2480 Yl-E -STEP < X 1 , Y1 > , C

l · GOT0 2470 2490 LIN �ss THEN X=X+X • �� "'0 IF X<.L-

9 1 > C· RETURN .L-�IU NT ( 0 1 ' • 251111 PAl

-x'To X+5 19 1 > , 14 252111 FO�E�� 1 9 1-2* (N-X��; ��: (N+2 1 , 19 w.-.2530 L I '

2 1 18 1+2* ( � 2540 LINE <N+ ' 1 > , 14

1 > B BF ry550 NEXT 1 8B > - < X+20 , 19 ' ' ���· �560 LINE < X+6 , ;570 RETURN

' • ! 2580 I FOR MACH I NE CODE

���259111 . DATA 1 C9 1 �..:, .. �2600 . 23 , 23 , E5 ,2 1 ,0 ,C9 , 1 1 , ' ' 3

' 26 1 111 DATA 111 21 7F , 1 ED B0 , F3 , CD , 90 , ' '

;62111 DATA 36 , 111 , ' FD

-22 , 9B ,FD ,FB , A E8 , 3E

C3 , 32 , 9A , FD , ?6,�0 DATA

2 FD - .._,

FD 77 ' 1 ' ' , 2 1 , 17 ,E9 3E 80 FD ,77 , 2 , '

2640 DATA ' ' 0 F3 77 '22 , FD FD 77 , 23 , 32 , ' '

77 27 , AF ' ' 2650 DATA ' 0 CD ��-+� CB C0 1 8 1 , 40 , ' 1 32 ,8A, �l 0 CB , l l , • '

266111 DATA � ' ' BD E0 CD ,54 , E6 5C , 0 CD BB E6 , CD , , '

;67111 DATA ' ' F �A - E7 4 3E FF , 1 8 • ' ...J ,CD ,56 ,

CD , B7 ,0 , 30 , ' ' 268111 DATA

CB E6 7 ,FE , 4 , 0 , F3DATA A7 , 20 , 9 , 3A , 88 , ' '

269111 C9 32 9A , FD , 3E 20 , DF El 77 F3 ,3E , ' '

2700 DATA ' . ' 22 A0 FD , 3E , 80 C� ? 1 ,56

9F FD ' ' ' � , -E7 32 ' ' \ 27 1111 DATA ' '

111 FB C9 , 3 . 3� 39 , E9 lE BC CD , 93 , , ' ...._-;;o;o .. ,..,._� , . ._ , A �E 7 ' '

'! 272111 DAT � ' ' 3A C6 ,CB , A7 A 88 , CB 9F 32 , 88 , CB , '

� ?730 DATA CB , ' FD 35

-D 2 1 80 CB , ' I -.:"'�=*........ '"'8 4 , � 6 CB FD ' ' ' r- ' .L- , A ...,. ry C ' � 2740 DAT �.L- , '

7 0 FD , 7E , 2 "' C2 ,7B 7E 1 FD ,7 ' ' , IU , A E 1 ,FD , , ' ����· ' 275111 DAT

�111 1 6 FD ,CB , FD ,CB - 7E 28 , 28 , A7 , � ' '

276111 DATA .:. , ' .., 39 , FD , C 3 , BE ,FD

34 2 FD , CB , 8 ,76 , .L-8 , 2770 DATA ' '

3� �D FD , 77 ,2 , B 1 1 , BE FD �4 1 3 , 1 8 , � , ...J '

2780 DATA ' ._. ' '"''''m::( l

L.JI����it#

FD , , 8 2790 DATA 76 , 28 , 26 , FD , 35 , 1 3 , 18 ,2 1 , FE , , BA , 20 , 10 2800 DATA FD , CB , 3 , FE , FD , CB , 8 , 76 , 28 , 1 3 , FD ,CB b-���� 2810 DATA 1 1 , FE , 1 8 , D , 3C , FD , 77 , 2 , FD , C 8 , 8 , 76 2820 DATA 28 , 3 , FD , 34 , 1 3 , 21 , 80 , CB , 1 1 ,�� (!;....=....;.+�� 0 , CB , 1 2830 DATA 60 , 0 , ED , B0 , FD , 7E , 2 , E6 , 7 , FD ' , CB , 3 2840 DATA 7E , 28 , 1 6 , A7 , 28 , 61 , FE , 7 , 20 , 1 F , 21 , 1 2850 DATA CB , 1 1 , 0 , CB , 1 , 3F , 0 , ED , B0 , 3E ' 7 ' 1 8

f -�,.� . .... 2860 DATA 1 0 , A7 , 20 , D , 21 , 3E , CB , 1 1 , 3F , CB , 1 , 3F 2870 DATA 0 , ED , B8 , 1 8 , 3E , 4F , DD , 21 , 0 , C_.� ....,..,..., �� ...... � 8 ' 6 ' 8 2880 DATA DD ,CB , 0 , 3E , DD , CB , 8 , 1 E , DD , C B , 1 0 , 1E 2890 DATA DD , CB , 1 8 , 1 E , DD , CB , 20 , 1 E , DD &;:.*��� , CB , 28 , 1 E 2900 DATA DD , CB , 30 , 3E , DD , CB , 38 , 1 E , DD , CB , 40 , 1E ���� 2910 DATA DD , CB , 48 , 1 E , DD , CB , 50 , 1 E , DD , ea , sa , lE 2920 DATA DD . 23 , 1 0 , CC , D , 20 , C3 , 76 , 21 , �� 0 , CB , 1 1

# �· 2930 DATA C0 , 18 , 1 , 40 , 0 , CD , SC , 0 , 2 1 , 0 , .� CB , 1 1 ., ... ,,,,,,��:,., �= 2940 DATA 0 , 6 , 1 , 60 , 0 , CD , SC , 0 , FD , 21 , A 0 , CB 2950 DATA 3A , 9E , CB , A7 , C2 , 1D , E2 , 3E , 8 , �A--� 32 , 9E , CB �.._-+� 2960 DATA ED , SF , 21 , 9F , CB , BE , D2 , 1 D , E2 , 6 , 4 , FD

' ! 2970 DATA CB , 7 , 7E , 28 , 61 , AF , FD , 77 , 0 , F��� ���=i D , 77, 1 2980 DATA FD , 77 , 2 , FD , 77 , 7 , 3E , BF , FD , 7 .":,: .. ;::� 7 , 4 , ED 2990 DATA 5F , AC , AD , 57 , AF , CB , 1 A , CE , 0 , CB , 1A , CE 3000 DATA 0 , A7 , 20 , 4 , 3E , 28 , 1 8 , A , FE , l , �._� 20 , 4 3010 DATA #3E , B0 , 1 8 , 2 , 3E , E0 , FD , 77 , 3 , 4 F , 6 , 0 3020 DATA 2 1 , 20 , D l , AF , CD , E , E7 , 3E , 1 8 , �--� ..-.�-+! 32 , 9E , CB 3030 DATA ED , SF , AB , E6 , F , 1 6 , 0 , 5F , 21 , 7 � , E9 , 19 .._�� 3040 DATA 7E , E6 , F , FD , 77 , 6 , 7E , E6 , F0 , C , B , 3F , CB . 3050 DATA 3F , FD , 77 , 5 , 18 , 7 , 1 1 , 8 , 0 , FD , ���� 1 9 , 10 3060 DATA 92 , FD , 21 , A0 , CB , E , 0 , FD , 3S , F 8 , 20 , C 3070 DATA 21 , 9E , CB , 3S , E , 80 , FD , 7E , F9 , FD , 77 , F8 3080 DATA 20 , 20

6 , 4 , 21 , 8 , 1 B , ES , FD , CB , 7 , 7E , �� 3090 DATA ·� CB , 79 , 2B , E , FD , 35 , 4 , FD , 7E , 4 ' , FE , EF

3 100 DATA 20 , 4 , FD , CB , 7 , FE , 2A , 93 , CB , 3���� A , 9B , CB

�� 31 10 DATA FD, 7E , 4 3 120 DATA

67 , ED , SB , 9C , CB , CD , A , E6 , E1 , 1• a....� , FD , 7E

CD , 4D , 0 , FD , 7E , 3 , 23 , CD , 4D , 0 � ...... 3130 DATA 5 , 23 , CD , 4D , 0 , FD , 7E , 6 , 23 , CD , 40 , 0 3 140 DATA 23 , 1 1 , B , 0 , FD , 1 9 , 1 0 , BS , FD , 2 1 , 90 , CB 3150 DATA AF , CD , D5 , 0 , A7 , 20 , D , 3E , l , CD���--� , D5, 0

�� 3160 DATA A7 , 20 , 5 , 3E , 2 , CD , DS , 0 , FD , CB

Page 54: MSX-Computing-Feb-Mar-1987

.. .. .. ,., - -- - � ---

3170 DATA 20 , 4A , FE , 2 ,28 ,8 , FE , 3 , 2B , 4 ,

�ia: DATA 20 , 4 , 2E , FF , 1 B ,E , FE , 6 , 28 , B ,

i�q� DATA 28 , 4 ,FE ,B , 20 , 1A ,2E ,0 ,FD , bb ........ 3��m1�ATA 0 , FF ,CD ,A , E6 , 6 , 5 ,CD ,99 , E6 ,

3A ,88 AF ��3210 DATA CB , CB , DF ,32, BB , CB , 1B , 4D ,

,FD ,CB , 1 FD 1 1 3220 DATA 7E , 28 , 1 , 2F , 6F ,FD , 66 , ' '

0 , FF , CD 8 8 FE 1 3230 DATA A , E6 , 18 ,39 , FE , B ,2 ' ' ' '

;�4: DATA FE , 2 ,20 ,2D , DD ,2 1 ,C0,CB , DD ,

7E , 4 , Cb . 7E - F 3250 DATA 1 9 , DD , 77 , 4 , 30 , 1F , DD , , � ,

E , 99 , 2B 3E 7 lE 3260 DATA 1 8 , C6 , 1 , 27 , DD , 77 , 3 , ' '

i> • 98 ' CD 1 1 FF 0 ,-:(t. fi l. 3270 OAT A 93 ' 0 ' 3E ' 2 ' 21 ' 1 0 ' D ' ' ' '

;�B� DATA E7 ,FD ,2 1 ,94 ,CB , 1 , 0 , 5 , 3A , 89

,CB , A7 3A cc 3290 DATA 28 , 6 , 3D , 32 ,89 , CB , 18 , ' � ,

78 , 3D , CD q A7 3300 DATA D8 , 0 , C 1 , B 1 , 4F , 10 , F5 ,7 ' '

28 , 1A , 2E · A E6 3310 DATA 0 , FD , 66 ,FA , 1 1 ,0 ,FF ,CD , ,

;;2� DATA CD , 99 ,E6 , 3A ,88 , CB , CB , DF ,32

��lt!

, 88 ,CB , 18 E FF 3330 DATA 1 1 , FD , CB ,F4, 7E , 20 , B ,2 ' '

FD , 66 , FB CB c 3340 DATA 1 1 , 0 , FF ,CD , A ,E6 ,3A , 88 , '

B , 7F , 28 6 �a 3350 DATA 26 , FD , 7E , 3 , 16 , F0 ,FE,A ' L '

6 , 16 , 60 B E6 �F 3360 DATA FE , 23 , 20 , 17 ,3A , 88 , C ' , �

i , 32 , 88 , CB 1 1 . 3370 DATA 7A , CD , 65 , EB ,3E , 2 ,2 1 ,0 , D '

. 3�:0°DATA CD ,E , E7 , 21 ,0 , 1B , FD , 7E , 3 , CD

3��m0DATA 23 , FD , 7E ,FF , CQ , 4D ,0 , 23 , AF ,

·�t« .... ol CD , 4D , 0 7E � �400 DATA 23 , 3E , 5 , CD , 4D , 0 , 23 , FD , , �

, co , 4D 0 2- 7

����:341m DATA 0 , 23 , FD , 7E ,FF ,CD , 4D , ' � , --=·

�4;0c�ATA 4o , 0 ,23 , 3E ,F ,CD , 4D ,0 ,FD , 21

..,_.._�.,_ , am , CB D CB 8 c:

3430 DATA FD ,CB , 8 ,7E , 20 , 1 1 ,F ' ' , �

X E , 28 , 4 7 CD 9 3440 DATA 1 E ' 98 ' 18 ' 2 ' 1 E ' BC '3E ' ' '

3 , 0 ,FD 8 A6 1 6 3450 DATA CB , 8 , 66 ,28 , 9 ,FD , CB , , ,

, 20 ,C3 F 3460 DATA EC ,E4 , FD , 7E , 1 7 , FE , 20 ,DA , 3

,E5 ,FE , 3F 0 FD 3470 DATA D2 , 3F , E5 , FD ,7E , 2 ,C6 , 3 • '

.-..... -. • ...._ 96 , 13 , FE "' 1 0 3480 DATA 38 , D2 , 3F , E5 , 1 1 , 8 , 0 , DD , k '

: , CB ,2 1 C9 CD 349m DATA 82 , C9 , CD ,C4, E5 , 21 , C2 , ,

��---....-.. ,C4 ,E5 ,CD 6F FD 35(Z)0 DATA DB , E5 , FD ,7E , 17 , D6 , 1F , '

. '7E ' 2 ' CB 7E 13 ---.351m DATA 3F , CB , 3F , CB , 3F , 57 , FD , '

, CB ,3F ,CB m 29 3520 DATA 3F , CB , 3F , 3C , 92 , 5F , 26 , ' '

.. 29 , 29 , 16 21 80 CA 6 3530 DATA C9 , 1 9 , 1 1 , 5 , 0 ,DD , ' ' '

3;:0EDATA 3 , DD , 7E , 0 ,Ab , C2 ,EA ,E4 , 23 , D

D , 23 , D

, EE , FD , 7E , 1 7 , FE

FD , 7E , 0 , CE , 0 , 27 , FD , 77 , 0 , C9 DD , 21 , C0 , CB , DD , 7E 6 A7 C0 ' ' ' '

'

A7 , 28 , 32 , 3E , 14 DD 77 6 DD ' ' ' ' . � ... 0 , E9 , 1 6 , 0 , 1 9 , 7E , F5 , 21 , E0 , 2

FD , 7E , 1 7 , C6 , 10 , 5F , FD , 4E , 13

CD , 1 1 , 1 , CD , 1 4 , 0 , DD , 2 1 , 80 , C

0 , 6 , 3 , CD , 4A , 0 , DD A6 2D C2 ' ' ' ' 1 9 , DD , 23 , 1 0 , F2 , FD , 7E , 1 3 , D6�� 9 , D0 , FD , 7E , 1 7 , FE AB D2 EA f ' ' ' ' �-

C0 , 3E , 3F , FD , BE , 1 4 , DA , EA , E4

E , 6 , E5 , 6 , 8 , DD , 7E , 0 , 77 , DD , 2 1 0 , F7 , E1 , 23 , D , 20 , EF , C9 , 21 ,

DD , 23 , DD , 23 , DD , 23 D 2B EB ' ' 'IU ' '

3 , BD , CB , 1 F , FD , AE , 1 , E6 , 80 , F

20 , 1 1 , 94 , 38 , 3 , BB �B 1 � FD , ..... 'IU , ""- t '

80 , FD , 77 , 1 , 7B , 1 8 , 7 , 84 , 38 , 3

Page 55: MSX-Computing-Feb-Mar-1987

26 0 29 , 29 1 , 7A , FD , 77 , 0 , 6F , ' '

,FD ,5E 2 FD 56 3 ,FD , CB , 1 , 7E , 20 , 3 ,

�3940 DATA ' ' '

l 19 , 18 4 EB A7 ED , 52 , FD ,75 , 2 , FD , 7

3950 DATA ' ' ' � 4 ,3 , C9

FD 2 1 C0 , CB ,2 1 , 35 , 18 , FD , 7E 3960 DATA ' '

. AB , 3 ,CD , 80 E6 �3 3A , 88 , CB , CB , 6F , 3E ,

�3970 DATA , ..._ ' . .., F , ,20 , 2 ,3E FF CD 80 , E6 ,21 ,55 , 18 , 6 , � ,

3980 DATA ' ' 4F �� D ,7E , 0

CD 80 Eo , FD , 23 , 1 0 , F6 , C9 , 3990 DATA ' '

,CB , 3F , CB CB 3F , CB , 3F , C6 , D9 , CD , 4

4000 DATA 3F , ' �� ,0 ,23 , 79

E6 F C6 D9 , CD , 4D , 0 , 23 , C9 , 4010 DATA ' ' '

D D ,2 1 , C0 CB DD 7E , 4 , 90 ,DD , 77 , 4 , D0 ,

4m20 DATA • ' .u 7 3 C9 · D ,7E , 3

A7 28 7 D6 , 1 ,27 , DD , 7 ' '

4030 DATA ' ' ' ,3E , 80

32 0 F3 , C9 , FD , 2 1 , A0 , CB , 1 1 , 4040 DATA ' ' 8 , 0 , 6

A 4 �E BF ,FD , 77 , 4 , 3E , 80 , FD , '' 4050 OAT ' ...> '

�� 7,7 ,FD 19 10 F2 , AF ,32 ,90 , CB ,32,92

4060 DATA ' ' CB , 32 ,94

3� 96 CB , 32 , C6 ,CB, 32 , C4 4070 DATA CB , � , '

, CB ,32 ,89 CB 3E 66 , 32 , 93 , CB , 3E , A7 ,

4080 DATA ' '

, 97 ,CB , 3E 32 C7 CB , 3E , 60 , 32 , C3 , CB ,

�� 4090 DATA 5 , ' '

3E , A0 , 32 CB C9 1 3 , 1 A , 6F , 13 , 1 A , 67

4100 DATA 88 , ' ' , 1 1 , C0 , 18

40 0 C3 , 5C , 0 , DD ,E5 , FD , E5 . 41 10 DATA 1 ' ' ' , 87 , 87

87 87 5F , 16 , 0 , FD , 2 1 , 17 , E9 , 4120 DATA ' '

7 FD , 19 , E5 DD E l FD ,75 , 0 , FD , 74 , 1 , DD ,

4 130 DATA ' ' 7E E , 0 ,FD

A 77 4 DD , 7E , 1 , FD , 77 ,S , DD , 4140 DAT ' '

78 · , 8 , FD TA 77 8 DD , 7E , 9 , FD , 77 , 9 , CB ,

4150 DA ' ' FD 77 2 ,20 , 6

FD 70 3 , FD , 7 1 , 7 , AF , ' '

4160 DATA ' '

,FD , 77 6 FD E 1 , DD , E 1 , C9 , FD , 2 1 , 17 ,

4170 DATA ' ' E9 , E ,0

FD 7E 2 , CB , 7F , C2 , 2D ,EB ,FE, 4180 DATA ' '

8 3 , 28 , 1F FD 35 4 , 20 ,25 ,3C ,FD , 77 , 2 ,

4190 DATA ' ' 7E � 7 , 1 6 , 0

SF FD 6E , 0 , FD , 66 , 1 , 19 , , �

•"'";""'� 4 200 DATA ' ' �- 3 , FD , 77

4 7E FD 77 , 5 , 18 ,B , FD , 7E , 3 , 4210 DATA ' ' '

FD A7 ,20 5 FD CB ,2 , FE , C9 , FD , 7E ,3 , 4220 DATA ' '

A 5 BA 92 30 , A , ,56 , CB 7A 28 , 8 , CB , ' '

4230 DATA ' '

�F , 18 , 7 a� FE 80 , 38 , 2 , 3E , 7F , FD , 77 ,

4240 DATA � , ' 3 , FD , 35

8 20 lF FD , 7E , 6 , 3C ,E6 , 3 , FD 4250 DATA ' ' '

D , 77 , 6 A C6 4 87 , 16 , 0 ,5F , FD , 6E , 0 , F

4260 DAT ' ' 77 , 66 , 1

A 19 7E 23 , FD , 77 , B ,7E , FD , ' 4270 DAT ' '

BA 9 ,FD , 7E 7 FD 56 9 , CB , 7A ,28 , B , CB ,

42� DATA ' ' ' FD , 92 , 30 8 AF 1 8 , 5 ,B2 , 30 , 2 , 3E ,FF ,

4290 DATA ' ' , 77 , 7 FD , 7E , 3 , CB , 3F C� ,�F CB , 3F 4300 DATA

, CB , 7 B , CD , 93 , 0 , FD , 7E , 7 , 5F , CB , 23��

�: 4320 DATA E6 , 1 , 57 , 79 , 87 , CD , 93 , 0 , 3C , 5�� �-. A , CD , 93 4330 DATA 0 , CB , 49 , 28 , 18 , 3E , 7 , CD , 96 , 0 , E6 , 20 4340 DATA 20 , F , FD , 7E , 7 , CB , 3F , CB , 3F , B , 3F , 5F 4350 DATA 3E , 6 , CD , 93 , 0 , 1 1 , 1 0 , 0 , FD , 19/ , C , 3E

� 4360 DATA 3 , B9 , C2 , SC , E7 , C9 , F 1 , CD , 3E , 1 , CB , 7F 4370 DATA 28 , 13 , CB , 6F , 28 , 8 , 3A , 88 , CB ,�� �� CB , E7 , 32 4380 DATA 88 , CB , 2A , 9E , FC , 23 , 22 , 9E , F , DD , E l , FD 4390 DATA El , F1 , C1 , D 1 ,E 1 , D� , B , Fl , C 1 , D l , E l , FB 4400 DATA C9 , D9 , 6 , 0 , 21 , 40 , D1 , 4F , 3E , l , CD , E

� 4410 DATA E7 , D9 , C9 , FD , 21 , 0 , D0 , FD , 7E , 0 , CB , 7F 4420 DATA CA , 56 , E7 , FD , 35 , 1 , C2 , 56 , E7 ,_.._� 6 , 1 0 , FD 4430 DATA 70 , 1 , FD , 35 , 2 , C2 , 56 , E7 , E6 , 7 F , FE , 42

� 4440 DATA 20 , B , 3E , 80 , FD , 77 , 0 , 3E , 42 , F D , 77 , 2 4450 DATA C9 , FD , 34 , 0 , 87 , 5F , 1 6 , 0 , 21 , , D2 , 19 4460 DATA 7E , FD , 77 , 2 , 2C , 7E , 24 , D9 , 4F , 6 , 0 ,2 1 4470 DATA 50 , D1 , 3E , 0 , CD , E , E7 , D9 , 4E , o+�--� , 0 , 21 4480 DATA 60 , D1 , 3E , 1 , C3 , E , E7 , F3 , 3E , C 3 , 21 , 73 4490 DATA EB , 32 , 9F , FD , 22 , A0 , FD , 3E , Qo•lt7:i-,l ,32 , 0 , D0

I 4500 DATA 3E , F , 32 , 1 , D0 , 32 , 2 , D0 , FB , C9 , F3 , AF ���� 4510 DATA 32 , 0 , D0 , FB , C9 , ED , 4B , 80 , D0 , 2A , 82 , D0 4520 DATA 3A , 84 , D0 , C3 , E , E7 , 40 , 20 , 15 ,.·��� 10 , D , B 4530 DATA 60 , 80 , 90 , E0 , 30 , 20 , C0 , 2F , 2 . , 26 , 27 , 37 ! 4540 DATA 3F , 37 , 36 , 46 , 4F , 47 , 47 , 5F , 57 , 57 , 56 , 0 4550 , 4560 . GRAPHICS DATA 457(2) . 4580 4590 4600 4610

DATA DATA DATA DATA

40 , 1 1 , 3 1 , 1 0 ,22 , 9 , 1 3 , 8 , 5 , 6 6 , 8 , 9 , 1 1 ' 10 , 14 1 2 , 2 , 3 , 7 , 5 , 4 4 , 7 , 5 , 3

4620 4630 4640 4650 4660 4670 4680 4690 4700 4710 4720 4730 4740 4750

DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA

0

F0 , FB , F4 , F2 ,F 1 , F0 , F0 , F0 00 , 00 , 00 , 00 , 00 , FF , FF , FF 00 , 00 , 00 , 00 , 00 , FF , FF , FF 00 , 00 , 00 , 00 , 00 , FF , FF , FF 0F , 1F , 2F , 4F , 8F , 0F , 0F , 0F F1 , F2 , F4 , FB , F0 , F0 , F0 , 60 01 , 82 , 44 , 28 , 1 0 , 00 , 00 , 00 01 , 82 , 44 , 28 , 10 ,00 , 00 , 00 01 , 82 , 44 , 28 , 1 0 , 00 , 00 , 00 0F , 8F , 4F , 2F , 1 F , 0F , 0F , 06 12 , 12 ,2 , 3 , 1 4 , 7 , 5 , 4 0 , 0 , 1 , 1 , 3 , 67 , 67 , 67 ,67 , 67 65 ,0 , 1 , 3 , 64 , 0 , 0 , 0 , 128 , 128 1 92 , 194 , 194 , 194 , 194 , 194 , 13

4760 DATA 4770 DATA a , 1 aa 4780 DATA

0 ' 128 ' 1 92 ' 2 ' 0 65 , 65 , 66 , 66 , 228 , 164 , 164 , 1

30 164 , 166 , 65 , 66 , 68 , 160 , 224 , 1

4790 DATA 130 ,66 , 66 , 39 , 37 , 37 ,6 1 , 6 1 4800 DATA 37, 101 , 130 , 66 , 34 , 5 , 7 ..._.....'.Mt_. ! �-<. "

!

-+��--

Page 56: MSX-Computing-Feb-Mar-1987

.­--.. .. --

4820 DATA 92 4830 DATA 224 ,224 ,224 ,224 ,240 ,2 16 ,23 6 4840 DATA 246 ,250 ,254 , 206 , 226 ,240 4850 DATA 32 , 83 ,3 1 , 28 , 48 ,54 , 98 , 96 , 97

4860 DATA 1 00 , 55 , 49 , 60 , 63 , 51 , 1 12 , 4 , 2

02 4870 DATA 248 ,56 , 12 , 1 08 , 70 , 6 , 134 ,38 ,

236 4880 DATA 140 ,60 , 252 ,204 , 14 4890 DATA 1 , 1 ,5 , 1 4 ,27 ,94 , 223 ,231 , 120

' 127 ' 1 19 ' 1 07 ' 103 4900 DATA 241 , 1 , 3 , 128 , 128 , 1 60 , 1 12 , 21

6 , 122 4910 DATA 251 ,231 ,30 , 254 , 238 , 21 4 , 230 ' 143 , 128, 192 4920 DATA 1 , 3 , 6 , 252 ,255 , 120 , 49 ,51 ,5 1 , 49 , 120 4930 DATA 255 ,252 , 6 , 3 , 1 , 128 , 192 , 96 , 6 3 , 255 4940 DATA 30 , 140 ,204 , 204 , 140 , 30 , 255 , 63 ,96, 192 , 128 4950 DATA 56 ,24 , 44 , 44 , 126 , 70 , 239 4960 DATA 252 , 102 , 102 , 124, 102 , 102 , 25 2 4970 DATA 252 , 1 08 ,96 , 120 ,96 , 108 , 252 4980 DATA 252 , 108 ,96 , 120 ,96 , 96 , 240 4990 DATA 120 , 204 , 192 ,220 ,204 , 204 , 12

0 5000 DATA 238 , 108 , 108 , 124 , 108 , 108 , 23

8 5010 DATA 240 ,96 , 96 , 96 , 96 , 108 , 252 5020 DATA 199 , 1 10 , 1 10 ,86 ,86 , 70 ,239 5030 DATA 198 , 100 , 1 16 , 124 , 92 ,76 , 230 5040 DATA 248 , 108 , 108 , 120 , 108 , 108 , 23

8 5050 DATA 120 , 204 , 192 , 120 , 1 2 , 204 , 120

5060 DATA 206 ,206 ,206 ,206 ,206 ,206 , 12

4 5070 DATA 1 99 , 70 , 70 , 44 , 44 , 56 , 24 5080 DATA 60 , 102, 102 , 102 , 102, 102 , 60 5090 DATA 1 6 , 48 , 1 1 2 , 48 , 48 , 48 � 120 5100 DATA 60 , 102 , 6 , 60 , 96 , 198 , 254 51 10 DATA 120 , 204 , 12 , 60 , 12 ,204 , 120 5120 DATA 1 92 ,2 16 ,2 16 ,252 ,24 ,24 , 24 5130 DATA 252 , 192 , 192 , 120 , 12 ,204 , 120

5140 DATA 120 , 192 , 248 ,204 , 204 , 204 , 12

0 5150 DATA 124 , 108 , 12 ,24 , 48 , 96 , 96 5160 DATA 120 , 204 ,204 , 120 ,204 ,204 , 12

0 5170 DATA 120 , 204 ,204 , 124 , 12 , 12 , 120

5180 DATA 1 64 , 170 , 170 , 234 , 170 , 164 ,0

5190 DATA 140 , 138 , 138 , 138 , 138 , 236 , 0

5200 DATA 207 ,215 , 206 ,210 5210 DATA 209 ,204 ,215 ,210 5220 DATA 65 , 130 , 65 , 130 , 67 , 194 , 67 5230 DATA 194 ,231 ,23 1 ,231 , 231 ,231 5240 DATA 231 ,255 ,255 ,255 , 255 ,231 5250 DATA 231 ,231 ,231 , 65 , 130 , 67 , 194

5260 DATA 7 1 ,226 , 224 ,7 ,224 , 7 5270 I

5280 I ENVELOPE DATA 5290 I 5300 DATA 5310 DATA 5320 DATA 5330 DATA 8 5340 5350 5360 5370 5380 5390 5400 5410 5420 5430

DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA

2 , 49 , 1 , 0 , 1 , 0 , 1 , 0 3 , &HB0 , 3 , 48 , 4 , &HA0 , 4 , 32 3 , 60 , 1 ,0 , 1 , 0 , 0 , &HBA 1 ,&H84 , 1 , �H84 , 1 , &H86 , 1 , �H8

32 ,5 ,35 ,&H82 , 1 0 , 4 , 1 , �H81 3 , 1 4 , 3 , &H94 , 3 , 1 8 ,3 ,&HBC 4 , 40 , 25 , &H81 , 1 5 , 0 , 0 , &H81 1 ,&HA0 , 1 0 , 2 , 5 ,&H90 ,8 , 10 3 , 60 , 1 0 , &HBC ,3 , 30 , 1 0 , &H86 2 , 2 , 2 , �H81 , 2 , 3 , 2 , �H84 2 ,80 , 25 , &H82 , 1 0 , 0 , 0 , &H81 3 , 5 , 3 , &H85 ,3 , 5 , 3 , &H85 2 , 127 , 25 , &H82 , 1 0 , 0 , 0 ,&H81 1 0 , 1 0 1 0 1 ,0

MSX MUNCHER By M Monaghan

No, of course its real name isn't MSX M its real name in case we get sued by A

�nc_h�. B_ut we can 'tte/1 you .

have to sprint around a maze ea tin an. ufftce to say that you

pi/Is Which have a similar effect to � . . . ur · · · �C?tS and downing

words, the people chasing you start ��s;

a;�n_q�tltzers - in other

you feel compelled to eat them. Keyboard o��. unny colours and

MSX MUNCHER BY M. MONAGHAN

1986

*** *** ***

5 REM ***

6 REM *** 7 REM ***

8 REM 10 KEYOFF : SCREEN 1 : WI DTH 31 : COLOR 1 1

, 4 , 4 : CLS 15 REM ROUTINE TO ENTER MACHINE CODE

20 FOR N=&HE81B TO &HE92B 30 READ A$ 40 POKE N , VAL < .. &H .. +A$) 50 NEXT N 70 DATA B , AF , B , DD ,2 1 ,0 ,EB , 1 1 , 9 , 0 ,6 , 3

, C5 , DD , CB , 7 , 46 , C2 , E5 , EB , ED , 5F ,E6 ,3

80 DATA DD ,77 , 1 , DD ,96 , 0 , E6 , 3 ,FE , 2 , DD

,7E , 0 , 28 , 3 ,DD , 7E , 1 , 1 , 20 , 0 ,DD , 77 , 1 , DD

90 DATA 6E , 2 , DD , 66 ,3 ,3C ,3D ,28 , 1 F , 3D ,

28 ,30 ,3D ,28 ,4 1 , 2B , CD , B2 , EB , DA , DF , E8

100 DATA DD , 7E , 4 , D6 , 8 , DD , 77 , 4 , CD , C6 ,

E8 , DD , 1 9 , C 1 , 10 , B5 ,76 ,C9 , 9 , CD , B2 ,EB , D

A 1 10 DATA DF ,EB , DD , 7E , 5 , C6 , 8 , DD ,77 ,5 ,

CD , C6 ,E8 , 1 B , E5 , 23 ,CD , B2 ,EB , DA , DF , E8

120 DATA DD ,7E , 4 , C6 , B , DD , 77 , 4 , CD , C6 ,

EB , 18 , D l , A7 ,ED , 42 , CD , B2 ,EB , DA , DF ,E8

130 DATA DD ,7E , 5 , D6 , B , DD , 77 ,5 , CD , C6 ,

EB , 18 , BB , CD , 4A , 0 , FE , 16 , DB ,DD ,7E , 1 , DD

140 DATA 77 , 0 , DD , 75 , 2 , DD , 74 ,3 , AF , C9 ,

21 , 0 , 1 B , B , F5 , 85 , 6F ,F 1 , C6 , 4 , 8 , DD ,7E ,5

150 DATA CD , 4D ,0 , 23 , DD ,7E , 4 , CD , 4D , 0 ,

C9 , DD , 35 , 6 , C2 ,2F ,E8 , 8 , C6 , 4 , 8 ,C3 , 6D , E

8 160 DATA 37 ,7F , 4 ,3 , 37 , 7F , 4 , D , 37 ,7F ,4

, 1 , 0 ,0 , F0 , 18 , 7F , 37 , 0 , 0 , 0 , 0 , 0 , F0 , 18 ,7

F 170 DATA 37 , 0 , 0 , 0 ,0 , 0 , F0 , 18 ,7F ,37 ,0 ,

0 ,0 , 1 1 , 0 , 1 B , 21 ,EC , EB , l , C , 0 , CD , 5C , 0 ,C

9 180 DATA 1 1 ,0 , EB , 21 ,FB , EB , 1 , 1B , 0 , ED ,

..

Page 57: MSX-Computing-Feb-Mar-1987

190 DEFUSR5=&H156 200 POKE &HF3D8 , 0 210 DEFUSR4=&H90 220 HI7.=0 230 VPOKE 8 194 , 1 80: VPOKE 8 1 93 , 1 80

240 POW=0: GHX=&H1B03 250 DEFUSR1=&HE913 260 DEFUSR2=&HE920 270 DEFUSR3=&HE81 B

,

275 REM SET UP SPRITES 280 FOR A=56 TO 175: READ B : VPOKE A , B

: NEXT 290 REM-----------------------------

300 REM PACMAN 310 REM---------------------------

320 SPRITE$ (0) =CHR$ <&80001 1 100> +CHR$

<&B001 1 1 1 10) +CHR$ (&801 1 1 1 1 1 1 ) +CHR$ <&

B01 1 1 1 100) +CHR$ <�B01 1 1 1000) +CHR$ C&B0

. 1 1 1 1 100 ) +CHR$ <&B00 1 1 1 1 1 1 > +CHR$ (LB000

1 1 1 10) 330 SPRITE$ < 1 > =CHR$ <�B010001 00> +CHR$ - <&B 1 10001 10 > +CHRS < &B 1 1 101 1 1 1 > +CHR$ <&

B1 1 1 1 1 1 1 1 > +CHR$ (�B1 1 1 1 1 1 1 1 > +CHR$ <&B0

1 1 1 1 1 10) +CHR$ (�8001 1 1 100> +CHR$ <&B000

00000) 340 SPRITE$ <2> =CHR$ <�B001 1 1000> +CHR$

<LB01 1 1 1 100> +CHR$ <&B1 1 1 1 1 1 10 > +CHR$ (&

B001 1 1 1 10> +CHR$ <&B0001 1 1 10 > +CHR$ t&B0

01 1 1 1 10 ) +CHR$ (&8 1 1 1 1 1 100) +CHR$ (�B01 1

1 1000) 350 SPRITE$ (3> =CHR$ <&B00000000) +CHR$

<&8001 1 1 100 > +CHR$ <&801 1 1 1 1 10> +CHR$ (&

8 1 1 1 1 1 1 1 1 > +CHR$ <&B1 1 1 1 1 1 1 1 > +CHR$ <&B1

1 101 1 1 1 > +CHR$ <&B 1 1000 1 10> +CHR$ <&B010

00100) 360 REM----------------------------

365 REM SET UP CHARACTERS 370 REM GHOSTS 380 SPRITE$ <4> =CHR$ <&B001 1 1 100 ) +CHR$

<&801 1 1 1 1 10> +CHR$ <&B1 1 1 1 1 1 1 1 ) +CHR$ <&

B1 101 101 1 > +CHR$ <&B1 1 1 1 1 1 1 1 > +CHR$ <&B 1

100001 1 > +CHR$ <&8 1 1 1 1 1 1 1 1 > +CHR$ (LB 1 1 1

1 1 1 1 1 ) 390 REM----------------------------

400 REM PILLS 410 REM----------------------------

420 REM DATA &800000000 , &800000000 , &

B0001 1000 , &B001 1 1 100 , &B001 1 1 100 , &B00

01 1000 , &800000000 , &800000000 430 REM----------------------------

440 DATA &800001000 , &800010000 , &8000

10000 ,&B00 1 1 1 100 , &801 1 1 1 1 1 0 , &801 1 1 1 1

1 0 , &8001 1 1 100 , &80001 1000 450 REM ENERGY PILLS 460 REM----------------------------

470 DATA &8001 1 1 100 , &8010000 10 ,&8100

1 1001 ,&8101 1 1 101 , &8101 1 1 10 1 , &81001 10

0 1 , &801000010 , &8001 1 1 100 480 REM----------------------------

490 REM MAZE WALLS 500 REM----------------------------

510 DATA &8001 1 1 1 00 ,&801 1 1 1 1 10 , &8 1 1 1

1 1 � 1 1 , &81 1 1 1 1 1 1 1 , &81 1 1 1 1 1 1 1 , &8 1 1 1 1 1 1

1 1 , &81 1 1 1 1 1 1 1 , �81 1 1 1 1 1 1 1 520 DATA &B 1 1 1 1 1 1 1·1 , &B 1 1 1 1 1 1 1 1 , &B 1 1 1

1 1 1 1 1 , &81 1 1 1 1 1 1 1 , &81 1 1 1 1 1 1 1 , &8 1 1 1 1 1 1

1 1 , &801 1 1 1 1 1 0 , &8001 1 1 100 530 DATA &8001 1 1 1 1 1 , &801 1 1 1 1 1 1 , �81 1 1

1 1 1 1 1 , &81 1 1 1 1 1 1 1 , &81 1 1 1 1 1 1 1 , &8 1 1 1 1 1 1

1 1 , &801 1 1 1 1 1 1 , &8001 1 1 1 1 1 540 DATA &B 1 1 1 1 1 100 , &B 1 1 1 1 1 1 10 , &81 1 1

1 1 1 1 1 , &81 1 1 1 1 1 1 1 , &81 1 1 1 1 1 1 1 , &8 1 1 1 1 1 1

1 1 , &81 1 1 1 1 1 10 , &8 1 1 1 1 1 100 550 DATA &B 1 1 1 1 1 1 1 1 , &B1 1 1 1 1 1 1 1 , �B 1 1 1

1 1 1 1 1 , &B1 1 1 1 1 1 1 1 , &B1 1 1 1 1 1 1 1 , &B 1 1 1 1 1 1

1 1 , &81 1 1 1 1 1 1 1 , &81 1 1 1 1 1 1 1 560 DATA &81 1 1 1 1 1 1 1 , &81 1 1 1 1 1 1 1 , &81 1 1

1 1 1 1 1 , &81 1 1 1 1 1 1 1 , &81 1 1 1 1 1 1 1 , &81 1 1 1 1 1

1 1 , &81 1 1 1 1 1 1 1 , &81 1 1 1 1 1 1 1

570 DATA &8001 1 1 1 1 1 1 1 1 , &81 1 1 1 1 1 1 1

00 , &801 1 1 1 1 10 , &8 1 1 1 1 1 , &801 1 1 1 1 10 , &80��:: :�� 1 1 1 , &8 1 1 1 1 1 1 580 DATA &81 1 1 1 1 1 1 1 1 1 1 1 , &81 1 1 1 1 1 1 1 &�i��; 1 1 1 1 1 1 1 , &81 1 1

1 1 , &801 1 1 1 1 1 1 , &800 1 1 1 1 1 ! 1 1 1 , &81 1 1 1 1 1

590 DATA &81 1 1 1 1 100

: : ���i ��: : : : : ���i ��:rr:: : : : ��=i��: : : 600 DATA &8001 1 1 1 1 1 1 1 1 1 &81 1 1 1 1

1 , &801 1 1 1 1 1 1 , &81 1 1 1 1 , &Bi 1 1 1 1 1 1 1 ���i��! ! ! ! ! 1 1 1 , &81 1 1 1 1 1

6 10 DATA &81 1 1 1 1 1 1 1 1 1 1 1 , &81 1 1 1 1 1 1 1 &� i��! 1 1 1 1 1 1 1 , &B 1 1 1

1 1 , &81 1 1 1 1 1 1 0 , &8 i 1 1 1 1 1 0� 1 1 1 , &81 1 1 1 1 1 620 DATA&B0001 1 100 1 1 1 1 &801 1 1 1 1

, &8001 1 1 1 1 0 , &801 1 1 0 , &Bg01 1 1 1 1 1 ,::g�:�! ! !�000 , &B01 1 1 1 10 630 DATA 0 , 0 , 0 0 0 0 0 � 640 VPOKE

' ' ' ' , �

, 8223 , 52 : VPOKE 8 1 kE 8 199 , 244 : VPOKE 8�0

98 , 244: VPO

1 ,244: VPOKE 8202 24� 0 , 244: VPOKE 820

650 REM '

�60 VDP < 1 > =VDP < 1 > OR 1 · GOSU8 1 85�.- VD < 1 > =VDP < 1 > AND 254

• �

670 LIV=3 680 REM SCREEN PRINTOUT 690 SC7.=0: SP=100 700 REM-----------710 CLS

---------

720 61=59394 ! : 62=61+9 · �3- � 730 LOCATE 8

. � -6�+9

; SC7. : LOCATE , : : P� ! NT USING .. ######*# "

# " ; HIZ 2:a , 0. PR INT USING"#######

740 LOCATE0 , 0 750 PRINT" SCORE=

.. HI=

760 PRINT 770 PRINT .. RNNNNNNNNNNNNNNNNNNNNNNNN NNNQ 11 780 PRINT .. MxzzzzzzzzzzzzMzzzzzzzzzz zzxM" 790 PRINT" NLzM .. 800 PRINT" zzzM .. 8 10 PRINT" KNNM" 820 PRINT" zzzM" 830 PRINT" NLzM" 840 PRINT" zzzM11 850 PRINT11 NLzM" 860 PRINT" zzzM" 870 PRINT11 NQzM" 880 PRINT .. zMzM" 890 PRINT .. zMzM" 900 PRINT .. zJzM"

MzKNNLzKNNNNQzJzRNNNNLzKN

MzzzzzzzzzzzMzzzMzzzzzzzz

MNNLzKNNNNLzJzOzJzKNNNNLz

Mzzzzzzzzzzzzzzzzzzzzzzzz

MzKNLzKLzRNNNNNNNNNQzKLzK

MzzzzzzzzM uuu

MzKNNNNLzM

MzzzzzzzzM

MzRNNNNLzM

MzMzzzzzzM LIVES

MzMzKNNQzM

Mzzzzz

MzKNNN

Mzzzzz

MzKNNN ..

Mzzzzz • MzRNNL

MzJzzzzJzPNNNNNNNNNSzJzzz 910 PRINT .. M zzzM..

zzzRQzzzzzzzz zzz�zzzzRQ

920 PRINT" M I zizM"

z zPSzKNNNNNLzKNNNNNLzPS 930 PRINT .. M M zM�M"

z zzzzzzzzzzzzzzzzzzzzzz 940 PRINT .. M p NSzM"

z NNLzKNNLzKNNNLzKNNLzKN 950 PRINT" M xzzzzzzzzzzzzzzzzzzzzzzz zzxM" 960 PRINT" NNNS 11 970 LOCATE

PNNNNNNNNNNNNNNNNNNNNNNNN 8 , 0: PRINT USING"######## "

Page 58: MSX-Computing-Feb-Mar-1987

� ... -"""*"'* ... � ; SC/.'"':� LOCATE 20 , 0: PRINT US ING .. ####### # .. ; HI/. 980 LOCATE 1 7 , 13 : PRINT LIV 990 X%= 127: Y7.=127: POW=0 1000 P%=6672 1010 PUT SPR ITE 0, < XJ. , 208) 1 020 PUT SPR ITE 3 , < X7. , Y7. > , 1 5 , S% 1030 FOR N=1 TO 700 : NEXT 1040 ON INTERVAL=13 GOSUB 1 120 : INTER ��IIM! :, I VALON

·e� 1050 GC%=0: A=USR1 < I > % ' 1060 A=USR2 < I > ��� 1070 A=USR3 < I >

1080 FOR F=l TO SP: NEXT 1090 IF P IL>=251 THEN 1600

� 1 100 GOTO 1070 1 120 INTERVALOFF : D7.=ST ICK <V > 1 130 GOSUB 1770 1 140 IF P7.=PEEK <G1 > +256*PEEK <G1+1 > TH EN GD%=1 ELSE I F P7.=PEEK <G2> +256*PEE K <G2+ 1 > THEN 807.=2 ELSE I F P7.=PEEK <G3 ) +256*PEEK <G3+1 > THEN GD/.=3 ELSE GD7.

�� =0 1 150 IF GD/. >0 GOTO 1910 1 160 IF D7.=0 THEN FOR N=1 TO 35: NEXT

�""""""""..,.. 1 170 IF D7.= 1 AND VPEEK < P/.-32 > >20 AND Y/.>23 THEN Y'l.=Y7.-8 : S7.=1 : P'l.=P/.-32: Q/.

=1 1 180 IF D/.=5 AND VPEEK (P/.+32 > >20 AND

�� Yi.< 159THEN Y/.=Y'l.+B: S/.=3: P/.=P7.+32 : Q7. = 1 1 190 IF D/.=7 AND VPEEK <Pt.-1 > >20 AND X7.>24THEN Xi.=X'l.-B: S7.=2: P7.=P/.-1 : Q7.= 1 1 200 IF D/.=3 AND VPEEK <P%+1 > >20 AND Xi.<232THEN X/.=X7.+8: S/.=0: P7.=P/.+1 : Q'l.=

1 1210 IF X/.=23 AND Y7.=98 AND 07.=7 THE N LET X/.=239 : P7.=P7.+27 1220 IF X/.=239 AND Y/.=98 AND D/.=3 TH

���EN LET X/.=23 : Pi.=P7.-27 1230 PUT SPRI TE 3 , < X7. , Y7. > , 1 5 , S7.

* 1 1 240 I F VPEEK <P7.> =250 THEN GOSUB1290 1 250 IF VPEEK <P7.> =248 THEN GOTO 1330 ,.. 1260 IF D7.>0 AND Q/.=1 THEN PLAY .. S3M5 00L6303C11ELSE IF 07.>0 AND Q/.=2 THEN PLAY11S3M500L6303G11 1 270 Q/.=0 : INTERVAL ON: RETURN 1280 LOCATE 0 , 2 1290 VPOKE <Pt.> , 32 : Q7.=2 1300 SC7.=SC%+10: IF SC%>HI7. THEN SC7. 1310 P IL=PIL+ 1 : LOCATE 8 , 0 : PRINT USIN G"######## .. ; SC'l.: LOCATE 20 , 0 : PRINT US ING .. ########" ; HI7. 1320 RETURN 1330 VPOKE <P7.> , 32 1 340 SC7.=SC/.+100 : LOCATE B , 0: PR INT US ING"######## .. ; SC/. 1350 INTERVALOFF: PLAY .. S 1MS500L206N65 .. 1360 Q7.=0: FOR N= 1 TO 400: NEXT: POW=30 : INTERVALON 1370 RETURN 1380 REM ****PACMAN KILLED**** 1390 SOUND 1 , 0 : SOUND � ,5 1400 SOUND 3 , 0: SOUND 2 ,5 1410 SOUND 8 , 10 1420 SOUND 9 , 10 : SOUND 7 , 252 1430 FOR F7.=25 TO 255 STEP 10

��.....,.� 1440 FOR M=l TO 50: NEXT 1450 SOUND 0 , F7.: SOUND 2 , F7.-25 1460 NEXT

��i4iilii 14 70 A=USR4 < I > 1480 RETURN 1490 REM ****EATEN GHOST**** 1500 SOUND 1 , 0: SOUND 0 , 255 1510 SOUND 3 , 0: SOUND 2 , 255 1520 SOUND 8 , 10

SOUND 9 10 : SOUND 7 252

1540 FOR F7.=255 TO 100 STEP-10 1550 FOR M= 1 TO 30: NEXT 1560 SOUND 0 , F7. : SOUND 2 , Fi.-25 1570 NEXT 1580 A=USR4 C I > 1590 RETURN 1600 REM-------NEW SCREEN----1610 INTERVAL OFF 1620 SOUND 1 , 0: SOUND 0 , 255 ���� 1630 SOUND 3 , 0: SOUND 2 , 255 1640 SOUND 8 , 10 1650 SOUND 9 , 10 : SOUND 7 , 252 ���M 1660 PIL=0 1670 FOR H=0 TO 180 1680 VPOKE 8193 , H: VPOKE 8194 , H 1690 F7.=INT <H+30) 1700 SOUND 0 , F7. : SOUND 2 , F7.-25 1710 SC7.=SC7.+10: IF SC7.>HI/. THEN HI7.= SC7. 1720 LOCATE 8 , 0: PRINT USING "#�Ut##### " ; SC7.: LOCATE 20 , 0: PR INT USING "###### ## 11 ; HI7. �� � 1730 NEXT 17�0 SP=SP/2 1750 I F SP<=10 THEN SP=10 ���� 1760 A=USR4 < I > : FOR N=1 TO 500 : NEXT: G OTO 730 ��� 1770 IF POW=0 THEN RETURN 1780 POW=POW-1 : IF POW=0 THEN GC7.=0: ���� POKE < &HE807 > , 0 : POKE < &HE810 > , 0: POKE < & ..,_..,...,..,..llliio4 HE819) ,0 1790 CL7.=CL7.+1 : IF CL/.)15 THEN CL/.=5 1800 VPOKE GH'l. ,CL/.: VPOKE 6H7.+4 ,CL7. : V POKE GH7.+8 ,CL'l. 1810 I F POW=0 THEN 1820 ELSE RETURN � 1820 VPOKE GH7. , 3: VPOKE GH7.+4 , 13 : VPOK E GH/.+8 , 1 1830 RETURN 1840 END

��b; 1850 REM 1860 RETURN 1870 REM **** SAVE GAME **** ��� 1880 CSAVE .. MUNCH" , 2 1900 STOP 1910 I F POW=0 THEN LIV=L IV-1 ELSE GO TO 1960 1920 LOCATE 1 7 , 13 : PRINT LIV 1930 IF L IV=>1 THEN GOSUB 1380: GOTO 990 ELSE LOCATE 1 1 , 1 1 : PRINT .. GAME OVE R .. 1 940 GOSUB 1380 1950 FOR N=1 TO 2000: NEXT: A=USRS < I > : ��� GOTO 650 1960 REM ----EATEN GHOST----1970 POKE &HE802+ <GD7.*9> -9 , 16

��� 1980 POKE &HE803+ <GD7.*9 > -9 , 25 1990 POKE �HE804+ <GD7.*9> -9 , 127 2000 POKE &HE805+ <6D7.*9 > -9 , 63 2010 POKE &HE807+ <GD7.*9> -9 , 1 2020 ON GD7. GOSUB 2070 ,2080 ,2090 2030 GC/.=GC7.+100 : SC/.=SC/.+GC/. : IF SC7.> HI7. THEN HI7.=SC7. 2040 LOCATE 8 , 0: PRINT USING "######## " ; SC7.: LOCATE 20 , 0 : PRINT USING"###### ## .. ; HI7. 2050 GOSUB 1490: INTERVAL ON 2060 RETURN 2070 X 1 /.=1 10 : Y 17.=90: G 1/.=0: PUT SPRITE GD7.-1 , < X 1 7. , Y11. > , 3 , 4 : RETURN 2080 X27.=120 : Y27.=90: G17.=0: PUT SPRI TE GD7.-1 , < X27. , Y27.> , 13 , 4 : RETURN 2090 X37.=130 : Y3/.=90: G1/.=0: PUT SPRI TE GDI.-1 , < X3i. , Y37. ) , 1 , 4 : RETURN

·-=-

Page 59: MSX-Computing-Feb-Mar-1987

64 CPL By Richard Croske/1

A_s � respite from the rigours of the QIVIng your MSX machine a 6la�es, here's a handy utility for

program uses mode 2 and is wr'tt ? aract�r screen width. The

lt acceptably fast. I en In machmecode, which makes

In fact, there are two r ��parately typed in and sav�d

ot��ams her�, which need to be

lt sa good idea to use two se pe or disk. In the case of tape

B_efore using the uti lity, prog�:�a�entapes, as we shall see shortly:

bl�ary data file which is then s eeds to �e run. This creates a

ThiS file is called CODE64 a d �ved to tape JUSt after program 1

e�d address of &HF37F Do"

't as a s!art address of&HEB01 and

bit - it's not essential . .To

�s:��ry If ¥?u don't understand that

reserves memory for the machin e utlhty, run �rogram 1 . This

T�en type or load in your Basice code and loads m the binaryfile.

pnnted in 64 character format shcJ'�ogram a� normal. Text to be

For the sake of argument let's d be put Into a string variable

text"· Then use the follow'in say you �se: LET A$ = ''This is th�

DEFUSR = &HEB01 : A� _:t���(��;n your program:

******************************

' * 64 Characters per l i ne *

' * Mach . code l oader program *

' * by Richard Croskel l *

' ******************************

COLOR 15 , 4 , 4 : KEYOFF: SCREEN 0

130 WIDTH 37: CLEAR 200 ,&HEB00

135 PRINT"Pl ease wai t , reading

140 BLOAD"CODE6411 : CLS: KEYON .

145 PRINT"Msx system version 1 . 0"

150 PRINT "64 cpl routine i nstal l ed "

155 PRINT" Ramtop : &HEB00" 160 PRINT"String space: " ; FRE < " " )

165 PRINT "Bytes free: " ; FRE <0> +439

170 BEEP: CLEAR : NEW 100 ' ************_* _*_****************

105 ' * 64 CHARACTERS PER LINE *

�- 1 10 ' * Machine code and character

1 15 ' * initi al i sation routine

120 ' * Wri tten by : R . J . Croskel l

125 ' ******************************

�� 130 SCREEN 0 : WIDTH 37 : COLOR 1 5 , 4 , 4

135 CLEAR 200 ,&HEB00 140 PRINT"Pl ease wait • . . " 145 FOR X=&HEB01 TO &HF37F 150 POKE X ,0 : NEXT X 155 LN=265 160 FOR X=&HECBB TO �HEF70 STEP 8

165 T=0: READ A$ , B$ : FOR V=0 TO 7

170 D=VAL < '' �H''+MID$ (A$ ,V*2+ 1 , 2> >

175 POKE X+V ,D : T=T+D: NEXT Y

1 80 IF VAL < .. &H"+B$> < >T THEN 250

185 LN=LN+5: NEXT X 190 LN=740

��"-' 195 FOR X=&HEB01 TO �HEB79 STEP 8

200 T=0: READ A$ , B$ : FOR V=0 TO 7

205 D=VAL < .. &H"+MID$ <AS , V*2+ 1 , 2> >

��� 210 POKE X+Y , D : T=T+D : NEXT Y

215 IF VAL ( 11&H .. +B$> < >T THEN 250

�A:'\:;;��: .J':I 220 LN=LN+5: NEXT X 225 PRINT " Insert tape after LOAD64"

230 PRINT"Press a key to save CODE"

235 K$=INKEV$ : IF K$=" " THEN 235

240 BSAVE .. CODE64 .. , &HEB01 , &HF37F

,.........,.� ..... jt,.

245 PRINT "CODE saved · · · " : END

250 SCREEN 0 : BEEP 255 PRINT"Error in l i ne" ; LN : END

260 · condensed character set

265 DATA 0002020202000200 , 0A

270 DATA 0005050000000000 , 0A

275 DATA 0005070505070500 , 22

�- 280 DATA 0002070407010702 , 1E

285 DATA 0004040102040101 , 1 1

290 DATA 0002050206080F00 , 29

�� 295 DATA 0002040000000000 , 06

300 DATA 0002040404040200 , 1 4

305 DATA 0004020202020400 , 10

�� 310 DATA 0000050207020500 , 15

315 DATA 0000020207020200 ,0F

320 DATA 0000000000020204 , 08

325 DATA 0000000007000000 ,07

330 DATA 0000000000060600 , 0C

335 DATA 0001010202040400 ,0E

340 DATA 0007050505050700 , 22

��� 345 DATA 0002060202020700 , 15

350 DATA 0002050102040700 , 15

355 DATA 00060106010 10600 , 15

r,:�� 360 DATA 0001030505070100 , 1 6

365 DATA 0007040601010600 , 19

370 DATA 0003040605050200 , 19

375 DATA 0007010202040400 , 1 4

��� 380 DATA 0007050205050700 , 1F

385 DATA 0002050503010600 , 16

390 DATA 0000000200000200 , 04

395 DATA 0000020000020204 ,0A

400 DATA 0000010204020100 ,0A

405 DATA 0000000700070000 ,0E

410 DATA 0000040201020400 ,0D

415 DATA 0002050102000200 , 0C

420 DATA 00060F0D0A080700 ,38

425 DATA 0002050507050500 , 1D

���� 430 DATA 0006050605050600 ,2 1

435 DATA 0002050404050200 , 16

440 DATA 0006050505050600 ,20

���� 445 DATA 0007040604040700 ,20

450 DATA 0007040704040400 , 1E

-��1 455 DATA 0002050407050200 , 19

460 DATA 0005050705050500 ,20

465 DATA 0007020202020700 , 16

470 DATA 0001010105050200 ,0F

475 DATA 0005050606050500 , 20

480 DATA 0004040404040700 , 18

485 DATA 0005070707050500 ,24

490 DATA 0007050505050500 , 20

����� 495 DATA 0002050505050200 , 18

500 DATA 0006050506040400 , 1E

505 DATA 0007050505070701 ,25

510 DATA 0007050506060500 , 22

515 DATA 00030402010 10600 , 1 1

520 DATA 0007020202020200 , 1 1

525 DATA 0005050505050700 ,20

530 DATA 0005050505050200 , 18

535 DATA 0005070707070200 ,23

540 DATA 0005050202050500 , 18

545 DATA 0005050502020200 , 15

550 DATA 0007010202040700 , 17

555 DATA 0007040404040700 , 1E

560 DATA 0000040602030100 , 10

565 DATA 0007010 1010 10700 , 12

570 DATA 0002070202020200 , 1 1

.,,,"'"''11: 575 DATA 000000000000000F , 0F

������U 580 DATA 000205040F040F00 ,2D

585 DATA 0000060107050700 , 1A

590 DATA 0004040605050600 , 1E

������� 595 DATA 0000030404040300 , 12

600 DATA 00010 10305050300 , 12

605 DATA 0000020506040300 , 14

610 DATA 0003040604040400 , 19

615 DATA 0000030505030106 , 17

620 DATA 0004040605050500 , 1D

625 DATA 0002000602020700 , 13

630 DATA 0001000101010502 ,08

635 DATA 0004050606050500 , 1F�����·�

Page 60: MSX-Computing-Feb-Mar-1987

.. .. .. .. .. -.. ..

---

640 DATA 0004040404040300 , 1 7

645 DATA 0000050707070500 , 1 F

650 DATA 0000060505050500 , 1 A

655 DATA 0000020505050200 , 1 3

660 DATA 0000060505060404 , 1 E

665 DATA 0000030505030 1 0 1 , 1 2

670 DATA 0000030404040400 , 1 3

675 DATA 00000304020 1 0600 , 1 0

680 DATA 0002070202020 1 00 , 1 0

685 DATA 0000050505050700 , 1 8

690 DATA 0000050505050200 , 1 6

695 DATA 0000050707070200 , 1 C

700 DATA 0000050502050500 , 1 6

705 DATA 0000050505030 1 06 , 1 9

7 1 0 DATA 00000701 02040700 , 1 5

7 1 5 DATA 0003020402020300 , 1 0

720 DATA 0002020202020200 , 0C

725 DATA 0006020 1 02020600 , 1 3

730 DATA 00050A0000000000 , 0F

735 ' Mach i n e code bytes

740 DATA FE03C03AAFFCFE02 , 04A6

745 DATA C0D501 0008 1 1 80EB , 03 1 A

750 DATA ED5320F9CD380 1 07 , 0366

755 DATA 07E6034F06002 1 C 1 , 0227

760 DATA FC09CB7E280E2 1C5 , 036A

765 DATA FC097E07070707E6 , 0285

770 DATA 0CB 1 CBFF321FF9E 1 , 04B2

775 DATA 4678FE00283 1 235E , 0296

780 DATA 23562AB7FC227CEB , 03DF

785 DATA 2AB9FC227EEB2A7C , 04 1 0

790 DATA EB22B7FC2A7EEB22 , 0475

795 DATA B9FCD5C5 1 ACD8D00 , 04C3

800 DATA 0 1 04002A7CEB0922 , 0 1 C 1

805 DATA 7CEBC 1 D 1 1 3 1 0DF3E , 0439

8 1 0 DATA 0032 1 FF92 1 BF 1 B22 , 0267

8 1 5 DATA 20F9C90000000000 , 0 1 E2

MONITOR By Barry Pragne/1

This utility program for budding machine-code programmers enables you to save, load, move, list and edit machine code programs up to 1 0,000 bytes long. The monitor is written to allow the lat.er addition of disassembler and assembler features which Barry IS currently working on.

The whole program is. driven by use of the ten function keys. No matter wher� you are 1n . the program, the following definitions apply, enabling you to sw1tch easily from mode to mode: F5 SAVE F6 LOAD F7 MOVE F8 LIST F1 0 EDIT Function keys 1 to 5 duplicate these functions in MENU mode. SAVE mode allows you to save up to 2000 bytes of machine code from the work area to a cassette file. Key F1 (&H) is used in this and other mod�s to facil itate hexadecimal input when required. The other funct1on key definitions are: F2 MENU F3 RE-DO F4 LIST FS ACTION ·

LOAD mode loads a previously saved file into the machine-code buffer (60000-61 99.9). The file can then be transferred to any part of the work area us1ng the LOCATE key. Definitions are: F1 LOCATE F2 MENU F3 RE-DO F4 LIST · F5 ACTION MOVE mode moves block of memory from any addresses to destinations within the work area. After a MOVE operation the LIS.T and EDIT modules initially locate at the relevant address to venfy the move. Key definitions are: F1 &H F2 MENU F3 RE-DO F4 LIST FS ACTION LIST mode initially locates at the start of the work area (50000) unless a LOAD or MOVE operation has just taken place. To

re-locate simple enter any address or use RETURN (forward one page), BACK (back one page), FWD1 00 (forward 1 o pages) or BCK1 00 (back 1 0 pages). Key definitions are: F1 &H F2 MENU F3 BCK1 00 F4 LIST F5 BACK I[DIT mode initially locates as in LIST mode. To re-locate use F3 and �nter the new address. RETURN takes you forward one locat1on and �ACK takes you back one location. The contents of me�?.ry locations can only be changed within the work area. Key def1n1t1ons: F1 &H F4 LIST

F2 MENU F5 BACK

F3 LOCATE

1 0 REM ** MACH I NE CODE MON I TOR ****

opyr i gh t Bar r y Prag n e l l 1 986 **

20 CLS : SCREEN 0 : CLEAR 335 , 49999 !

30 GOTO 800 40 REM ** I N I T I AL SUBROUT I NES **

50 A$= .. &H .. : B$= 11 MENU " : C$= .. RE-DO .. : D$= " S

AVE .. : E$= " LOAD .. : F$= " MOVE " : G$= " L I ST " : H$

= 11 ACT I ON 11 : l $= .. ED I T " : T$= .. ADDRESS ..

60 KEY 6 , D$+CHR$ < &HD > : KEY 7 , E$+CHR$ < &

HD > : KEY 8 , F$+CHR$ < &HD > : KEY 9 , G$+CHR$ (

&HD > : KEY 1 0 , I $+CHR$ < &HD > 70 PR I NT .. +----+======================

==+----+ .. : PR I NT " : : = MACH I NE CODE

MON I TOR = : : " : PR I NT " +----+======= -----------------+----+ " • RETLJRN ----------------- . 80 LOCATE 1 , 1 : PR I NT Z $ : LOCATE 3 1 , 1 :

PR I NT Z $ : RETURN 90 KEY 1 , A$ : KEY 2 , B$+CHRS < �H D > : KEY 3 ,

C$+CHR$ < &HD > : KEY 4 , G$+CHR$ ( &HD > : KEY 5

, H$+CHR$ < &HD > : RETURN 1 00 REM ** I NPUT SUBROUT I NE **

1 1 0 Z=0 : J $ = .. " : I NPUT .. > > .. ; J $ 1 20 I F LEN ( J $ ) }6 THEN Z = 1 5 : GOTO 290

1 30 B=VAL < J S > : I F B< �0 THEN 250

1 40 I F J $= " " THEN Z = l : GOTO 280

1 50 I F J $= 11 SAVE " THEN Z=2 : GOTO 290

1 60 I F J $ = " LOAD " THEN Z=3 : GOTO 290

1 70 I F J $= .. MOVE " THEN Z=4 : GOTO 290

1 80 I F J $ = 11 L I ST 11 THEN Z = 5 : GOTO 290

1 90 I F J $= " ED I T " THEN Z=6 : GOTO 290

200 I F J$= 11 MENU " THEN Z=7 : GOTO 290

2 1 0 I F J$= . . BACK .. OR J$= .. ACT I ON ,. THEN Z

=B: GOTO 290 220 I F J $ = 11 RE -DO .. OR J $ = " BCK 1 00 .. THEN Z

= 9 : GOTO 290 230 I F J $ = 11 LOCATE " OR J $= .. FWD 1 00 .. THEN

Z= 1 0 : GOTO 290 240 I F J $= " 0 11 0R J $= .. &H0 11 0R J $ = " 8<H00 .. 0

R J $ = 11 &H0000 " THEN 280 ELSE Z = 1 1 : GOTO

280 250 I F B < 0 OR B >255 THEN Z = 1 2

260 I F B< < -32768 ! ) OR B >65535 ! THEN Z=

1 3 270 I F B< 0 THEN 8=8+65536 ! 280 I F X = l THEN Z = 1 4 290 X=Ql : RETURN

REM ** OTHER SUBROUT I NES **

Page 61: MSX-Computing-Feb-Mar-1987

. � . -� . ill ;$; • ;£ .. ·

Q$=HEX$ < D > : P=PEEK < O) : R$=�E X $ < P > �� 320 I F LEN ( Q $ ) =3 THEN Q$= " 0 " +Q$

� 330 I F LEN ( Q$ ) =2 THEN Q$= " 00 " +Q$ 340 I F LEN ( Q$ ) = 1 THEN Q$= " 000 " +Q$ 350 I F LEN < R$ ) = 1 THEN R$= " 0 " +R$ 360 PR I NT U S I NG'• \ \ .. ; Q$ ; : P R I N T SPC < 1 > ; : PR I NT US I N8 11 \ \ " ; R$ ; 370 PR I NT .. : .. ; : PR I NT US I NG 11 #### . .. • D ; P ; : PR I N T " : u : RETURN

'

380 GOSUB 430 : SOSUB 3 1 0 : 60SUB 4?0 · RET URN

� •

! 390 LOCATE 0 , 1 9 -� » '1 400 GOSUB 420 : PR I NT K$ : GOSUB 420 : RETU

� RN 4 1 0 LOCATE 20 , 1 2 : PR I NT SPC < 1 6 > : LOCATE

20 , 1 2 : RETURN 420 PR I NT .. ====================--------------========= .. : RETURN ��� PR I N T " --------+------------+ " : RET

440 PR I NT 11 ------------------------------------ .. : RETURN 450 LOCATE 0 , 3 : PR I N T 11 +--Hex -+ +---Dec

J ----+ .. : GOSUB 420 : RETURN 460 LOCATE 0 , 5

� 470 FOR N= 1 TO 1 2

i 04S

8U0

BI F D=B OR D=B+ 1 0 THEN GOSUB 430 : 6

3 1 0 ELSE GOSUB 3 1 0 � 490 D=D+ l : I F 0 >65535 ! THEN N= 1 2

500 NEX T : RETURN 5 1 0 K$= .. MACH I NE CODE WORI< ARE A : 50000 D059999 .. : GOSUB 390 : RETURN 520 COLOR 1 5 , 6 : FOR M= l TO 5 : K$=5PACE$ < 36 > : GOSUB 390 : NE X T : RETURN

530 GOSUB 390 : LOCATE 20 , 20 : PR I NT SPC < 1 6 > : LOCATE 20 , 2� : RETURN

� 540 PR I N T " SAVE = Up t o 2000 bytes o f mac h i n e " ; SPC < 1 0 > ; .. c od e f r om wor k area

t o f i l e . .. : GOSUB 440 : RETURN 5�0 PR I NT " LOAD = Pr ev i ou s l y saved mac

�h 1 ne code " ; SPC < B > ; .. f i l e i n t o buf f er < 6 f 0000 - > > . .. : GOSUB 440: RETURN 560 PR I NT .. MOVE = B l oc k s o f h .

_ mac 1 n e c o

de Wl t h i n .. ; SPC < B > ; . . wor k a r ea or f r om buf f er . .. : GOSUB 440 : RETURN 570 K$ = " SELECT FUNCT I ON KEY- 11 : 80SUB 530 : RETURN 580 �OR N= 1 TO 7 : GOSUB 520: FOR M= l TO

r1 0 : �$=L $ : GOSUB 390 : NE X T M , N : RETURN

�90 K$=SPACE$ ( 36 > : LOCATE 0 , 1 3 : FOR N= 1 TO 3 : PR I NT K $ : NE X T : RETURN 600 FOR N= l TO 1 4 : X=N+4 6 1 0

�0N N GOSUB 630 , 640 , 650 , 660 , 670 , 68

0�6�0 , 7 1 0 , 650 , 690 , 6 70 , 680 , 700 , 680 6L0 LOCATE 22 , X : PR I NT X $ : NE X T : RETURN 630 X $= .. M / C WORK AREA 11 : RETURN

' -. --..:.JI·X....�-�-�·

X $= " 50000 - > >59999 .. : RETURN

650 X $= 11 -------------- .. : RETURN

660 X $= 11 +- LAST ENTRY .. : RETURN

670 X $= " : ---------- .. : RETURN

680 X $= " +- > 11 : RETURN 690 X $= .. +- * ACT I ON * .. : RETURN

� 700 X $ = " +-----+ .. : RETURN

J 7 1 0 X $=SPACE$ < 1 4 > : RETURN 'l 720 V$=SPACE$ < 6 > : Y$=SPACE$ < 1 1 > : W$=Y$ :

� GOSUB 7 4 0 : RETURN 730 V$=LEFT$ ( J $ , 6 ) : I F J$= .. .. THEN V$= ,. N

ONE .. � 7 40 LOCATE 27 , 1 0 : PR I NT V$ : LOCATE 25 , 1

6 : PR I NT V $ : LOCATE 25 , 1 8 : PR I NT W$ : RETU

RN W$ " NEW ADDRESS .. 750 V$= .. WA I T I NG FOR " : =

: GOSUB 730 : RETURN 760 V$= 11WA I T I NG FDR " : W$= " M / C ENTRY .. : G

OSUB 730 : RETURN ly�, j 770 V$= 11 LOCATED AT .. : W$= .. NEW ADDRESS .. :

' GOSUB 730 : RETURN � 800 REM ** MENU MODULE **

� 8 1 0 CLS : COLOR 1 , 7 : V=0

820 GOSUB 50 : Z$=B$ : GOSUB 80

.....,.� �. 830 KEY 1 , O$+CHR$ < tcHD > : KEY 2 , E$+CHR$ (

&HD > : KEY 3 , F$+CHR$ < &HD > : KEY 4 , G$+CHR$

< &HD > : KEY 5 , I $+CHR$ < &H D >

840 GOSUB 5 1 0 : LOCATE 0 , 1 7 : GOSUB 400 :

LOCATE 0 , 3 : GOSUB 540 : GOSUB 550 : GOSUB

850 PR INT 11 L I ST p I n spect t h e contents

of any .. ; SPC < 1 f2D ; .. area of memory . .. : GO

�� SUB 440 � . 860 PR I NT .. ED I T p En t er or amend mach i

,y � ne code .. ; SPC < 1 0 ) ; 11 W i t h i n war k area . .. :

�� GOSUB 570 m 870 GOSUB 1 00 : 0N Z GOTO 800 , 1 000 , 2000 ,. '

� , 3000 , 4000 , 5000 � 880 GOTO 80121

1 000 REM ** SAVE MODULE * *

1 0 1 0 CLS : CLEAR 335 , 49999 ! : COLOR 1 , 3

1 020 GOSUB 50 : GOSUB 90

1 030 Z$=D$ : GOSUB 80 1 040 GOSUB 5 1 0 : LOCATE 0 , 4 : GOSUB 540

FOR N= 1 TO 3 1 060 I F N= 1 THEN PR I NT " FROM Start add

Sk X, r ess " ; .....,..-.... 1 070 I F N=2 THEN PR I NT .. UNT I L Last add

<'-» "' w. r ess .. : •

Page 62: MSX-Computing-Feb-Mar-1987

.. .. -..

- - .. .., -- - .. - - _ ..., - - lla .. - .. - -- - - - -

PR I NT " NAME OF F I LE--- - - - ·· . ' 1 090 GOSUB 1 00 : 0N Z GOTO 1 000 , 1 000 , 20 00 , 3000 , 4000 , 5000 , 800 , 1 200 , 1 000 , 1 000 , 1 260 , 1 1 00 , 1 000 1 1 00 E=F : F=B : I F K= 1 OR N=3 THEN 1 000 1 1 1 0 GOSUB 440 : NE X T 1 1 20 GOSUB 440 : H=F-E+ 1 : J =59999 ! +H 1 1 30 J $=LEFT$ ( J $ , 6 ) : N$= " CAS : .. : Q$=N$+J $ : PR I NT US I NG " #### " ; H ; : PR I N T " bytes t o SAVE i n f i l e : " ; J $ : GOSUB 440 1 1 40 I F H< 1 THEN COLOR 1 , 1 3 : K$= " F I NAL ADDRESS BEFORE START ADDRESS " : GOSU B 400 : H=0 : GOTO 1 250 1 1 50 I F E< 50000 ! 0R F >59999 ! THEN COLOR

1 , 1 3 : K$= " ADDRESS OUTS I DE MCHNE/CODE WORK AREA " : GOSUB 400 : H=0 : GOTO 1 250 1 1 60 I F H >2000 ! THEN COLOR 1 , 1 3 : K$= " B LOCK MORE THAN 2000 BYTE F I LE L I M I T " : GOSUB 400 : H=0 : 60TO 1 250 1 1 70 L$= " CASSETTE MUST BE SET TO RECO RD MODE ! " : GOSUB 580 : COLOR 1 , 3 1 1 80 K = 1 : LOCATE 0 , 1 6 : GOSUB 400 1 1 90 K$= " F . 5 TO AC T I ON SAVE-- .. : GOSUB 530 : GOTO 1 090 1 200 I F H=0 THEN 1 250 1 2 1 0 COLOR 1 5 , 6 : L$= " WA I T ! ! MOVE TO BUF FER " : M$=SPACE$ ( 1 5 > : K$=L$+M$ : GOSUB 390 1 220 G=60000 ! : FOR N=E TO F : POKE G , PEE J< < N > : LOCATE 20 , 20 : P R I NT N ; .. > > " ; G : G=G+ 1 : NE X T 1 230 COLOR 1 5 , 4 : 1<$= .. WA I T ! ! CASSETTE SA VE NOW I N OPERAT I ON " : GOSUB 390 : BSAVE Q$ , 60000 � , 59999 ! +H 1 240 COLOR 1 , 3 : K$= .. CASSETTE SAVE HAS NOW BEEN COMPLETED ,. : LOCATE 0 , 1 6 : GOSUB

400 1 250 GOSUB 570 : GOTO 1 090 1 260 I F N< >3 THEN 1 000 ELSE N=0 : K= 1 : G OTO 1 1 20 2000 REM ** LOAD MODULE ** 20 1 0 CLS : CLEAR 335 , 49999 ! : COLOR 1 5 , 4 2020 GOSUB 50 : GOSUB 9 0 : KEY 1 , .. LOCATE'' +CHR$ < t�HD >

� 2030 Z$=E$ : GOSUB 8 0 : LOCATE 0 , 4 : GOSUB � 1:" c::- ,.,. ��tU 2040 PR I N T " RETURN on l y t o l oad f i rst f i l e f ound " : GOSUB 440 2050 I<$ = .. ENTER NAME OF F I LE " : GOSUB

2060 GOSUB 1 00 : 0N Z GOTO 2080 , 1 000 , 20 00 , 3000 , 4000 , 5000 , 800 , 2 1 20 , 2000 , 3250 , 2080

2070 GOTO 200Qt ASSET

2080 I F K > 0 THEN 2000 ELSE L$= .. C

TE MUST BE SET TO PLAY MODE ! ! ! .. : GOSUB

580 : COLOR 1 5 , 4 P$< > .. .. THEN Q$=

2090 P$=LEFT$ ( J $ , 6 ) : 1 F - 11 NONAME " P$ ELSE Q$-

0 B · GOSUB 400 : GOSUB 5 1 0 : L 2 1 00 LOCATE

' •

400 · PR I NT " F i l e r e q u i OCATE 0 , 1 0 : GOSUB • r ed : .. ; Q$

c::: TO ACT I ON LOAD-- " : GOSUB 2 1 1 0 I<$= .. F • ..J

530�GOI

TFO

K_��60THEN 2220 ELSE COLOR 1 5 , 6 ,.., 1 ,.., "" . ""

ER .... "'> .. • M m<B':...:..J :-L;= .. W A I T .! ! CLEAR I NG M I C BUFF -- ,.· , •

� ;SPACE$ < 7 > : K$=L$+M$ : GOSUB����PO�E R � 1 • FOR N= 1 TO 2.u.uo • r. ' � 1 �m R=6000v.� . .

NEXT � w v.� T R · R=R+ 1 · 0 : LOCATE 29 , 20 : PR I N

1 S 4 · L$: " DONE ! ! L 40 GOSUB 520 : COLOR ' • 2 1

TE F I LE "':· .> . .. . K$=L$+Q$ : GOS OAD I NG CASSET , _ • • UB �90

BLOAD N$ • A=60 2 1 50 U$= " CAS : .. : N$=U$+P $ : •

' 111111111 ! : R=6 1 99�� 6 • L$= " WA I T ! ! I NSPECT I NG 2 1 60 COLOR

_..J ,

M$. -SPACE$ < 7 > · K$=L$+M$ :

M / C BUFFER > )· .. : - • �� GOSUB 390

? 1 70 LOCATE 29 , 20 : PR I NT R � 1 80 S=PEEK < R > : I F 5 >0 THEN 2�00 � - - 1 • I F R >59999 ! THEN "' 1 70

" L 1 90 R-R : · LOCATE 0 , 1 5 : PR I NT KEY

220Ql COLOR 1 5 , 4 . 0 WORK AREA .. : G

F 1 < LOCAT E > TO MOVE T OSUB 42111

' PR I NT T · " b ytes of mac ,..,2 1 0 T=R-59999 . : ' · h b · f f e . �i n e c od e are n ow .. : PR I NT .. l n t e u

� r f r om 60000 > > . . ; R ,..,,.., ,.., 0 GOSUB 570 : K= 1 : V= 1 : GOTO 2060

���0 REM ** MOVE MODULE * *

;0 1 0 I F V >0 THEN 3250 ��,..,,. CLS : CLEAR 335 ' 49999 ! : COLOR 1 5 ' 1.3 �"" "' "" 90 3030 GOSUB 50 : GOSU

8= · GOSUB 5 1 0 : LOCATE 3040 Z$=F $ : GOSUB • 0 , 4 : GOSUB 560

t c:::0 FOR N= l TO 3 � �:�111 I F N= 1 THEN PR I NT " FROM Start add

ss .. · dd r e ' EN PR I NT .. UNT I L Last a 3070 I F N=2 TH

���"!- r ess .. ; NEW Start add

� 3080 I F N=3 THEN PR I NT ..

�ess " �OSUB 1 111111 : 0N z GOTO 3111111111 , 1 111�111 , 2111

�::�111111111 , 4111111111 , 5111111111 , 8111111 , 3 1 8111 , 3111111111 , �111111111 ,

3000 , 3 1 00 , 3000 � = 1 THEN 3000 3 1 00 E=F : F=G : G=B : I F �

3 1 1 0 GOSUB 440 : NE X T

Page 63: MSX-Computing-Feb-Mar-1987

' · . ·-V � .·�-=� _;,;� : 3 1 20 H=F-E+ 1 : J=G+H- 1 : COLOR 1 , 1 3 : PR I N �� T US I NG ., ##### " ; H ; : PR I NT " b yt es to be " moved t o n ew .. : PR I NT " l ocat i on s between

.. ; G ; .. and " ; J ��·· 3 1 30 I F H< 1

AL ADDRESS 0 : GOTO 3 1 70

THEN COLOR 1 , 1 3 : PR I NT " F I N BEFORE START ADDRESS "' : H=

.............. � 3 1 40 I F G< 50000.! OR G >59999 ! THEN COL OR � 1 , 1 3 : PR I NT .. NEW ADDRESS OUTS I DE M / COD

E WORK AREA .. : H=0 : GOTO 3 1 70 3 1 50 I F J > 59999 � THEN COLOR 1 , 1 3 : PR I N T .. W I LL NOT F I T I NS I DE M / CODE WORK ARE A " : H=0 : GOTO 3 1 70

�� 3 1 60 PR I NT .. MOVE I S POSS I BLE--- ACT I ON � OR RE-DO? ..

3 1 70 GOSUB 570 : K= 1 : GOTO 3090 3 1 80 COLOR 1 5 , 6 : I F H=0 THEN 3000 3 1 90 L$= " WA I T ! ! MOVE I N ACT I ON " : M$=SPA

� CE$ C 1 5 > : K$=L$+M$ : GOSUB 390 ! �� 3200 I F G >E AND G < F THEN 3220

32 1 0 FOR N=E TO F : POKE G , PEEK < N > : LOCA i TE 20 , 20 : PR I NT N ; " > > " ; G : G=G+ 1 : NE X T : G=

G-H : GOTO 3230 3220 FOR N=F TO E STEP- 1 : POKE J , PEEK < N > : LOCATE 2121 , 20 : PR I NT N ; .. > > .. ; J : J =J - 1 : �;;Z NE XT 3230 COLOR 1 , 3 : LOCATE 0 , 1 7 : GOSUB 440 : PR I NT .. MOVE COMPLETED -- L I ST C F 4 > TO V ER I F Y " 3240 A=G : C=A : GOTO 3 1 70 3250 I F V< 1 THEN 2000 ELSE GOSUB 590:

.... .., K$= .. WORK AREA ADDRESS--- .. : GOSUB 530 : j GOSUB 1 00 3260 E=60000 ! : F=R : G=B

�� 3270 I F B=0 THEN 3250 ELSE LOCATE , 1 3 : GOTO 3 1 20 4000 REM ** L I ST MODULE **

�� 40 1 0 CLS : COLOR 1 , 1 4 : V=0 4020 GOSUB 50 : GOSUB 90 : KEY 3 , .. BCI< 1 00 .. +CHR$ C 8<HD > : KEY 4 , " FWD 1 00 11 +CHR$ C &H D > : K � � EY 5 , .. BACK .. +CHR$ < &HD > 4030 Z$=G$ : GOSUB 8 0 : GOSUB 600 : GOSUB 4 50 4040 I F A >0 AND A< 65536 ! THEN B=A : A=0 : GOSUB 750 : GOTO 4090 ELSE A=50000 ! : GO TO 4040 � � 4050 K$= ,. L I ST MODE p Address " : GOSUB 5 30 4060 GOSUB 1 00 : GOSUB 720 4070 ON Z GOTO 4 1 00 , 1 000 , 2000 , 3000 , 40 Wow 00 , 5000 , 800 , 4 1 1 0 , 4 1 20 , 4 1 30 , 4000 , 4080 , � 4 1 40 ' 4000 ' 4000 ¥J 4080 GOSUB 770

�� 4090 D=B- 1 : GOSUB 460 : C=B : GOTO >.

4 1 00 �B=C+ 1 0 : Y$=T$ : W$= " + 1 0 1' : W$=T$+W$ : GOSUB 730 : I F 8 >65535 ! THEN 4050 ELSE 4090 4 1 1 0 B=C- 1 0 : Y$=T$ : W$= .. - 1 0 " : W$=T$+W$ : GOSUB 730 : GOTO 4090 4 1 20 B=C- 1 00 : Y$=T$ : W$= " - 1 00 .. : W$=T$+W$ : GOSUB 730 : GOTO 4090 � 4 1 30 B=C+ 1 00 : Y$=T$ : W$= .. + 1 00 .. : W$=T$+W$ : GOSUB 730 : I F B >65535 ! ' THEN 4050 ELSE

4090 ,._....,. 4 1 40 GOTO 4050 5000 REM ** ED I T MODULE ** 50 1 0 CLS : V=0 5020 GOSUB 50 : GOSUB 90 : KEY 3 , " LOCATE .. +CHR$ C &HD > : KEY 5 , " BACK " +CHR$ < �HD > 5030 Z $= 1 $ : GOSUB 80 5040 EiOSUB 600 : GOSUB 450 5050 I F C >0 THEN A=C : C= 0 : GOSUB 770 EL SE C=50000 ! : GOTO 5050 5060 LOCATE 0 , 5 : D=A-6

�� 5070 FOR N= 1 TO 1 2 5080 I F D >65535 ! THEN N= 1 2 : GOTO 5 1 00 5090 I F D< A OR D >A THEN GOSUB 3 1 0 ELS E GOSUB 380 5 1 00 D=D+ 1 : NE X T 5 1 1 0 I F A >49999 ! AND A< 60000 ! THEN GO TO 5240 ELSE GOTO 5280 5 1 20 GOSUB 1 00 : GOSUB 720 : ON Z GOTO 5 1 60 , 1 000 , 2000 , 3000 , 4000 , 5000 , 800 , 5 1 9 0 , 5000 , 5 1 80 , 5220 , 5230 , 5220 , 5 1 30 , 5000 5 1 30 I F W= l THEN 5200 5 1 40 I F A >49999 ! AND A< 60000 ! THEN Y$ = 11 ENTERED 11 : S$=STR$ C B > : Y$=Y$+S$ : W$= " DE LETED " : X=PEEK < A > : X $=STR$ < X > : W$=W$ + X $ : GOSUB 730 ELSE 5 1 60 5 1 50 POKE A , B : GOTO 5 1 70 5 1 60 Y$=T$ : W$= " + 1 " : W$=T$+W $ : GOSUB 730 5 1 70 A=A+ 1 : I F A >65535 ! THEN 5270 ELSE

5060 5 1 80 GOSUB 750 : GOTO 5250

i'

5 1 90 Y$=T$ : W$= " - 1 " : W$=T$+W$ : GOSUB 730 __,. : A= < A- l > : GOTO 5060 5200 I F B < 0 THEN 8=8+65536 !

A=B : GOSUB 770 : GOTO 5060 5220 I F W=0 THEN 5260 ELSE 5270 5230 I F W = l THEN 5200 ELSE 5260 5240 COLOR 1 , 1 0 : W=0 : t<$= " E D I TOR MODE =

Enter new mac h i ne c ode " : GOTO 5290 5250 COLOR 1 , 7 : W= l : I<$= .. LOCATE MODE = Enter r e qu i r ed addr ess .. : GOTO 5290 5260 COLOR 1 , 9 : K$= .. E D I TOR MODE I LLEGA L ENTRY ! T r y agai n " : GOSUB 760 : GOTO 52 90 5270 COLOR 1 , 1 3 : K$= " LOCATE MODE I LLEG AL ENTRY ! Try agai n " : GOSUB 750: GOTO 5 290 5280 COLDR 1 , 1 4 : X = 1 : W=0: t<$= " 0UTS I DE E D I T RANGE = En t r i es i g nor ed "

�.. GOSUB 390 : GOSUB 4 1 0 : GOTO 5 1 20 ._......._.._ .;

Page 64: MSX-Computing-Feb-Mar-1987

... .. .. .. - -.. ..

- -.. -

Heedless of the danger, and deaf to the plaintive cries of 'What about the budget' from our publisher, MSX Computing is launching the Star Program feature. Each issue we will take one program from the flood of entries we receive and give it the star treatment. We wi l l , of course, continue to run the normal listings section as usual.

What makes a Star Program? Well, for a start, it has to work wel l . If it's a game, we'll be looking for smooth action, good graphics and playability. Originality helps too. No amount of blurb in your covering letter about how 'you're piloting a Xenon I l l space cruiser through the mists of the mysterious planet Craven 5' will make up for the fact that on the screen all you see is a blue blob.

With utilities and more serious software, the program needs to be genuinely useful . We've lost count of the number of telephone or address databases we've received. Painting and design programs are common too. But unless you can come up with something that rivals the facilities and speed of commercial software, we're highly unl ikely to use that kind of software.

The answer in that case is to come up with something · original. Recent examples include a utility to give a 64-column screen display.

We also need information. Include details of what you've done - any interesting programming tricks, that

Most of the (fortunately few) complaints we get about listings can be traced to incorrect typing of the program. So it's worth making a few points about how to enter listings, and problems to watch out for.

Sometimes you wil l see a row of letters or other characters in a PRINT statement. This happens when the program, ·as supplied, contains graphics characters which our printer doesn't recognise. If the particular character is important then we'll tell you what it should be in the introduction to the program.

When a program crashes, you will often get an error message which refers to a particular line number. But this isn't always as useful as it sounds because it may not be that line which contains the fault. For example, the line may contain a READ command, but the program will crash because of a lack of OAT A for this line to READ. The fault actually lies in the OAT A statement.

For this reason you must take particular care over DATA entries. Some programs can contain a couple of

kind of thing. A breakdown of the program, describing the main routines is also a good idea. We're hoping that the Star Program will be educational as well as useful or fun.

Details for all listings There are a few details which should accompany all listings. All submissions should be on cassette, preferably recorded several times to allow for data corruption in the post.

Please put your name and the title of the program: On the cassette or disk. On the cassette case. In a REM statement at the beginning of the program.

Include your full name, address and (if possible) a daytime telephone number in the covering letter. Sometimes we want to use submitted programs for features, but we can't ask you to write for us if we can't phone you - the post is far too slow.

We regret we cannot return submissions. Due to the enormous number of program submissions we get, it is impossible to return cassettes, and it is also impossible to say for certain whether we are going to use a particular program in any issue. We pay for all programs used.

Send submissions to: The Editor, Listings Section, MSX Computing, Haymarket Publishing Ltd, 38/42 Hampton Road Teddington, Middlesex TW1 1 OJE.

hundred numbers and strings in OAT A lines. Miss out just one item, or one comma, and the program will fail through DATA starvation.

Make sure you are entering exactly what is shown in the listing. Don't type a zero when it should be the letter 0, or a small I when it should be the number one.

REM statements can usually be omitted,'which saves time and effort. But they do help to explain what is going on. That's handy when you come back to a program after a break and want to make some changes. And watch out for GOT Os. If one of these commands directs the program to a REM line which you've omitted, the program will crash.

If, in the end, you still can't get the program to work, then let us know. But PLEASE WRITE, don't telephone. lt's virtually impossible to de-bug a program over the phone, and the intricacies of a program are usually known only to the original programmer, who is never around to answer your questions!

Page 65: MSX-Computing-Feb-Mar-1987

-

� � � :::: ���============================================================================================== - .. � --�------------------------------------------------------------ 1111/C - - llilftfilij---4 - -- .. - .. t -- ... .. .. -..... � .._.. �

Game Alien 8 Alpha Blaster

Barnstormer Battleship Clapton 1 1 Beam rider

Blagger Boom

Boulderdash

Bounder

Boxing

Buck Rogers

Centipede

Chiller

Choro Q

Circus Charlie

Disk Warrior Dogfighter

Elidon

Eric and the Floaters

Finders Keepers

Fire Rescue

Flight Deck

Fruity Frank

Galaga Ghostbusters Golf

Gridtrap

Gunfright

Heist

Hero

Highway Hopper

Hots hoe

Hunchback Hustler

Hyper Rally

Hyper Sports l

Hyper Sports 1 1 Hyper Sports Il l

Hyper Viper

International Karate Jet Fighter

Jet Set Willy 1 1 Kings Valley

Knightmare

Lazy Jones

Les Flies

Le Mans

Manic Miner

Maxima Monkey Academy

Mopiranger

Mutant

Nightshade

Ninja Oh Mummy Oh No!

Oil's Well

Panic J unction Pastfinder

Pillbox

Pinball

Pitfall I I

Polar Star Punchy

Price Magik

Name Andrew Talbot (Bridlington)

Mohamad Shuib (Pontypridd) Graham Dixon (Lincolnshire)

AS Clark (Bradford)

Sean Baxter (Dyfed)

Euan Marshal! (Epping) Christopher Swain (Kent)

Alan Jones (Streatham)

Johan Karda (Norway)

Philpott (Chaddesden) Neil Macfall

Tracy Randles (Penrion)

Martin Alien (Weybridge)

Scott Fielding (Truro) I an Buck low (Worksop)

Chris Needham (Banstead) Neil Sims (Derbyshire)

Andrew Talbot (Bridlington)

Sean Baxter (Dyfed)

A. Munro (N. Yorks)

Mark Lowles (Greenock)

D. Booth (Southampton) Lesley Robinson (Biairgowrie)

Gary Barnes (Holland)

Laurence Burke (Ireland) Joseph Gleeson (Ireland)

Lynn Scott

Neil Aldritt (Parkhurst) Ashok Ras

Gerry Van Cleef (Holland)

Dermot Long (lrel(\lnd)

Christopher Rutherford (Hexham)

Dan Gavik (Denmark)

David McEwan (Lanarkshire) Derek Powers (Milton Keynes) Dermot Long (Ireland)

Mark Bosselli (Kenton)

L Henry (Battersea) Richard Reynolds (Brampton)

Helen Carter (Mkt Weighton)

I an Povey (Nowan) Andrew Talbot (Bridlington)

Sally Wood (Turkey)

Paschal Wilson (N. Ireland)

Morten S0rink (Norway) Mark Sutton (Rayleigh)

Rob Cranston (Northampton) Jacob Poviah

W. Wither (Scotland)

Les Lynch (Worsley) Michael Masson (Fraserburgh)

lan West (Aylesbury)

Mark Drabwell (Essex)

Paul Grave (Caithness)

Marion Worsley (Orpington)

Paul Tooke (Whitley Bay)

J C Ledesma (London) Andrew Talbot (Bridlington) A. Stubbs (Warrington)

Daniel Goodwin (Evesham)

Roger Worsley (Orpington)

A Baker (London)

Arild T0nnessen (Norway)

P. French (Walsall)

William Sanchez (Gibraltar)

Barrie Fleming (Glasgow)

Score Stage 49°/o

89,235 279,955 12

97,300 133,380 25 231 ,520

99,240 34 59,848 F/4

286,726 5 1 0

31 0,900 6 53,795 7 33,481 42,380

1 , 1 98,460 105 1 ,400,000

10 , 100 94°/o

1 ,844,160 18,323 29,540

6,410 21 ,000

244,010 $999,900

28 under par

558,1 20 $1 50,000 51

384,201 692,1 20 Pro 339,360 4 1 00,050 3 1 87,575 1 9

2,700,000 8 shots

239,500 2,050,800 51

500,500 59,713

1 27,500 999,999 21 4,950

120 objects

5,642,600 928 238,020 149,650 1 00,200 42,530 8

1 1 7,321 52 21 1 ' 120 1 20 305,300 620,400 44

737 7 137,000 13°/o 23,550

5,030 76,250

198,400 1 4,919 1 0 24,205 2,800 3

1 ,240,680 199,000 289,990 8

6,959,870 12o/o 1 8

Page 66: MSX-Computing-Feb-Mar-1987

.- .. -.. ,.

- - .... - ,. -

- -- ... - -- -.r - -- - - -

I

Game Name Score Pyramid Warp arcus 820,758

River Raid D. J. Cowell (Biackburn) 73,450

Road Fighter Richard Cobelli (Faversham) 998,675

Roller Ball A Baker (London) 3, 1 20 , 1 80

Sasa Nigel Sims (Derbyshire) 200,1 95

Scion Gary Barnes (Holland) 67,900

Soccer David Orpington (Camberley) 40·0

Space Walk Stephen McCioskey 1 ,846,200

Spooks and Ladders Helen Carter (Mkt Weighton) 1 89,930

Step L�p Mick Bed well (Whitstable) 60,250

Stop The Express Johan Kovda (Norway) 7,360

Super Cobra tan West (Aylesbury) 501 ,1 00

Sweet Acorn Brian Richardson (Ossett) 6,348,460

Tennis Mark Drabwell (Essex) 6·0, 6·0

The Snowman Ole Morten Finnset (Norway) 36,510

The Wreck Niclas Penn Shog (Sweden) 23,975

Time Bandits K. Baird (Beaumont) 9,990

Time Curb Amy Louise Goulsbra (Lines) 1 76,050

Time Pilot Uilam Vu Ong (London) 689,000

Track and Field I V. Williams (Kirkby) 266,640

Track and Field 1 1 Martin Green (London) 500,300

Turmoil Peter Bell (Hexham) 1 1 ,740

Vacumania Tony Watson (Boroughbridge) 22,340

Valkyr Martin Green (London) 23,975

Vacumania Steven Lawrence (Swansea) 28,240

Valkyr Benny Johansson (Sweden) 87,320

Vicious Viper David McEwan (Lanarkshire) 3,1 00

Wing & A Prayer Phil Rotsky (New York) 544 grams

Xyzolog Tim Wray (Derby) 1 00,600

Yie Ar Kung Fu David McEwan (Lanarkshire) 1 2 , 1 09,700

Yie Ar Kung Fu 1 1 Mazor Hussan (Lanarkshire) 336,400

Zaxxon Martyn Groen (Holland) 1 ,052,300

Zoids Richard Cobelli (Faversham) 5 ·eces

•'

Dad, what does �'PRINTER START" mean?

Stage

38

7

79

212

62

240

8

5

734

25

Page 67: MSX-Computing-Feb-Mar-1987
Page 68: MSX-Computing-Feb-Mar-1987